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[[quoteright:256:[[VideoGame/SuperMetroid http://static.tvtropes.org/pmwiki/pub/images/SuperMetroidTimerMoreDynamic_6410.png]]]]
[[caption-width-right:256:[[Film/ForrestGump Run, Samus, run!]]]]
->''"...I ran out of time, and the unit disappeared. 'We lost contact!' went a character. BULL. FUCKING. SHIT.[[note]]Caption:[[AC:What. Arbitrary. Silliness]].[[/note]] All possible threats were dead! We didn't lose contact; I was looking at them! They were right fucking there! We were close enough to communicate by waggling our eyebrows at each other! What the fuck happens when the stupid arbitrary time limit runs out, their ''Literature/BattleRoyale'' collars explode? They all lose honor and disembowel themselves?! WHAT?!"''
-->-- '''Yahtzee''', ''WebAnimation/ZeroPunctuation'', on this trope causing him much frustration in ''VideoGame/HaloWars''

Quite simply, the player is given a finite amount of time to complete a goal, with the penalty for running out of time being GameOver or the loss of one of their VideoGameLives. This can be particularly jarring, since most gamers are used to being able to [[TakeYourTime Take Their Time]], and (aside from the occasional TimeBomb and/or CollapsingLair) the reason why a given level should even ''need'' a time limit isn't always apparent.

Timed gameplay sequences generally show their countdown onscreen, allowing the player to know their ExactTimeToFailure. Exactly how stingy the time limit is varies; Turn-based games will usually measure time by the number of "rounds" or "turns", and even real-time games will generally pause the clock when the player is busy accessing their menu screens (instead of playing the actual level). However, in some cases the clock is implacable and continues to tick regardless; for example, online games typically measure time by the server's clock, rather than the player's, which can add a frustration if a network communications error breaks their connection (as even time spent attempting to reconnect and re-login is counted against the mission clock). There may even be {{Power Up}}s that extend the time limit a little.

Level timers originated in UsefulNotes/{{arcade game}}s which needed some kind of mechanic to discourage players from hogging the machine without putting in more coins, and spread to many NintendoHard console and computer games that aimed to provide arcade-style gameplay. In a few cases, having the timer run out is the ''only'' way to get a GameOver, with all the other obstacles in the game merely serving to make the player waste valuable time. Many older arcade racing games had stricter time limits where unless you were moderately good, you were destined to run out of time; newer games have bigger time limits that aren't much of a threat unless you're pathetically slow or stop playing. In a similar vein, this is why fighting games have the ubiquitous 99-second timer. It was an arcade mechanic that carried over to the home consoles despite serving no purpose there (until the rise of online play, that is), and you'll notice that wrestling, boxing, and MMA games lack any kind of timer despite falling under the same genre; they ''originated'' on home consoles.

Some games have to be completed in their entirety under a single time limit; typically in these games you can continue if you die, but the timer just keeps going. If time runs out, you might be able to keep playing to get a [[MultipleEndings bad ending]] rather than have an immediate GameOver.

There are some games where the timer exists, but is extremely lenient (for example, a 10-minute time limit in a level that takes 2 minutes for the average player to complete) and is mostly just used for calculating end-of-level [[ScoringPoints point]] bonuses for completing a level quickly.

The Timed Mission completes the unholy gameplay trinity alongside the LuckBasedMission and EscortMission, and things can get ''very'' bad when any two (or ''all three'') of these are combined. The logical inverse of this trope is the HoldTheLine mission, in which the clock is on your side and your objective is to survive ''until'' the timer expires.

Timed missions may end with an AlwaysClose moment, unaffected by the actual time left on the clock. The subversion is TakeYourTime, where the game ''tells'' you that the BigBad is coming to town or the DistressedDamsel is in imminent danger, but in actual gameplay, you can do all the sidequests and exploring you want as long as you don't do anything that advances the story. If your supporting cast is yelling at you to move things along anyway, that's ContinueYourMissionDammit.

For cases where an expired mission timer doesn't trigger an ''immediate'' GameOver, but instead unleashes an additional in-universe threat to hassle the player with until they ''do'' complete their mission (or die trying), see StalkedByTheBell.

Though some games still incorporate timed elements, this is more often than not the reason people prefer WideOpenSandbox style games. As to stay consistent with the amount of freedom a player has over the game world, they usually have very few timed missions, or none at all, and the ones that are timed are usually considered ThatOneLevel.

See also RaceAgainstTheClock, the way a timed mission manifests in media other than VideoGames.

If the mission is a BossBattle, then you have a TimeLimitBoss.



[[folder:Action Adventure]]
* There are several occurrences of this in ''Franchise/TheLegendOfZelda'' series. Most of them are fairly reasonable storyline-wise. Some of them are minigames where the point of the exercise is to complete some task(s) in the time allotted. Other times are related to a LoadBearingBoss.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', the entire game is a timed mission… but you have the ability to [[GroundhogDayLoop reset the clock]], and time pauses while you’re in certain areas.
** A more straight example occurs in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' during the FetchQuest. Certain items in the quest will "go bad" if you take too long (such as a mushroom that rots or a frozen frog that defrosts). Trying to cheat using [[WarpWhistle warp songs]] would ruin the item.
*** The penultimate boss fight is also a LoadBearingBoss; defeating him will cause the castle to begin collapsing, with only a few minutes for you to escape.
** Near the end of ''VideoGame/TheLegendOfZeldaTheMinishCap'', you have to reach Vaati before a bell rings thrice and Zelda is permanently TakenForGranite. At first, you may mistake it for TakeYourTime, then you lose the game and realize your mistake. Hint: use explosives in battle.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' takes another spin on the concept, with the titular hourglass measuring how long you can stay in the central dungeon before it begins to drain your life. Getting hit by most enemies drains some of your time, but there are also opportunities to get some bonus time. In addition, there are safe zones where the timer stops and you're safe from enemies.
** 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 ''VideoGame/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]], [[GameplayGrading 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.
* There are two such missions in ''VideoGame/BeyondGoodAndEvil.'' The first is saving your companion Double H from an [[TheVirus alien disease]]; it gives you a fairly generous time limit for how far you need to go, but can be frustrating due to his tendency to get lost. The second is escaping a base near the end of the game after its SelfDestructMechanism is triggered; despite its low time limit, it's quite easy.
* The very final part of ''Videogame/ClashAtDemonhead'', where you're tasked with disarming the [[DoomsdayDevice Doomsday Bomb]]. You either have six tries or an indeterminate amount of time (which ''speeds up'' every time you fail to complete it) to get it right, or the bomb will explode. There are also no clues whatsoever to help you figure out which slot each of the six medallions goes in, as the sequence is randomized with each playthrough. Have fun, and TryNotToDie!
* 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.
* In ''VideoGame/TheTowerOfDruaga'', each floor has a timer that runs down to zero, and more quickly if you are unfortunate enough to obtain a [[PoisonMushroom Potion of Death]]. Then you have 60 more seconds before you lose a life, during which you are StalkedByTheBell. This can be annoying, given how random the enemies and item/exit placement can be.
* In ''VideoGame/{{Okami}}'' there are two sections of [[EverythingIsTryingToKillYou Yoshpet Forest]] which must be completed within a certain time. There are also shorter segments (snaring a runaway log, escaping {{Collapsing Lair}}s) which must be completed in time or the player must restart. The digging minigames are also timed.
* In the ''Film/{{Labyrinth}}'' game for the Famicom, Jareth gives Sarah 13 hours to solve the Labyrinth, as in the movie, and this is represented by an in-game timer. Not only does the timer run faster than real time, it can be replenished from several sources, and enemy attacks reduce it instead of HP (which doesn't exist).
* ''VideoGame/NazoNoMurasamejo'' has a timer on every level, which in fitting with the JidaiGeki setting is labeled in kanji.
* ''VideoGame/PandorasTower'' is an example of the whole game being a timed mission. While Aeron's in the Towers, a gauge will slowly tick down, showing the progress of Elena's cure: the darker a segment the gauge has emptied to, 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.
* The NES game ''VideoGame/TimeLord'' is a completely timed mission, in which the player begins the game on January 1, 2999 A.D. and must complete all the levels before January 1, 3000 A.D. If the player does not fulfill his mission in time, then he will self-destruct with the time-travel system, after which the game will end.
* 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.

[[folder:Action Game]]
* 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]], 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.
* In ''VideoGame/{{Battletoads}}'' for GameBoy, the last level before the FinalBoss has a 99-second time limit.
* The ''{{inver|tedTrope}}se'' happens in ''VideoGame/WildGuns''. The timer indicates the time remaining in the level before the miniboss appears, and each enemy you kill lowers it further. A rare case where you ''want'' the timer to go down in order to proceed.
%%* Done multiple times in the ''VideoGame/GrandTheftAuto'' series.
* In [[VideoGame/JetSetRadio Jet Grind Radio]], every level is timed.
** 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 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'', 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.
* Every level in ''VideoGame/SuperTimeForce'' has a time limit of 60 seconds to start, and you can collect items to extend it.
* 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.
* In ''VideoGame/CarriesOrderUp'', every time a customer sits down, you have only a limited time to fulfill their order.
* ''VideoGame/SpiderManVsTheKingpin'' puts players on a 24 hour (in-game) time limit. Players have to beat the game by then, or else New York City will be destroyed by a nuclear bomb.

[[folder:Adventure Game]]
* 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]].
** The cruise ship in Leisure Suit Larry 2 is a partial timed mission, without warning... after a certain amount of time, returning to your cabin on the ship will kill you. Of course, you can stand outside the cabin cursing your fate as long as you like, but if you've failed to get everything done on time, you just can't progress.
* In ''VideoGame/KingsQuestIII'', you have to defeat Mannanan and leave Llewdor in a certain timeframe, otherwise you either get killed by the wizard or the ship leaves and you get stuck.
** ''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]].
** ''VideoGame/KingsQuestV'' makes the desert a timed mission: after a certain number of screens, Graham will die of thirst. Getting a drink of water from an oasis or some other source adds "time" to this clock.
* In ''VideoGame/PoliceQuest 2'', you have about two minutes to figure out how to [[spoiler:disarm a bomb]] before it's game over.
* The ''VideoGame/SpaceQuest'' series has several timed missions:
** 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).
** In the fourth game, if you take too long to confront and defeat the BigBad after [[ItMakesSenseInContext setting up a system format]], he wins.
** 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 cost 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]].
* Every stage in ''VideoGame/{{McPixel}}'' consists of trying to locate and defuse a bomb.
* ''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.
* ''VideoGame/TheJourneymanProject''
** In general, the game gives you about twenty minutes to fix the problems in each time zone you go to, before the Pegasus device that sent you there won't have enough energy to take you back to the present. One level has an antagonistic robot that shoots you, forcing you to waste energy with a shield to block the shot, reducing the amount of time you have to complete the stage. The sequels avert this trope, since [[HandWave time travel technology improved]].
** One area has Agent 5 getting shot with a poison dart as soon as he enters, and you only have a certain number of moves to develop the vaccine before it kills you.
** A few areas on Mars, including 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.

[[folder:Beat Em Up]]
* A common challenge type in ''VideoGame/GrabbedByTheGhoulies'' whereupon the player must clear the level of all or a particular type of enemy in a set time in order to not summon the Grim Reaper who can Main/OneHitKill.
* In the first two ''VideoGame/StreetsOfRage'' games, you had to clear the current area of all enemies before you can move on, where the clock would reset. While the timer was very slow, running out of time [[CriticalExistenceFailure killed your character and resulted in a loss of a life]].
** This is taken a bit further in Streets of Rage 3, where one stage features a countdown which, when it reaches zero, releases poison gas into a building. Failure to save the General/Chief in time results in the player being taken down the bad ending path. Also, on the good ending path, you have to destroy [[spoiler:Robot Y]] before bombs scattered throughout town detonate. [[spoiler:[[SubvertedTrope They detonate whether or not you beat him in time.]]]]
** Taken up even further in the ''VideoGame/StreetsOfRageRemake''. 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. 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.
* Every level of ''VideoGame/MadWorld'' has a thirty-minute time limit. If you don't get to the boss before time's up, you lose. This is ''far'' more than enough time, so the only reason you'd ever run short is to see how the announcers will mock you for dawdling.
* 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.
* In ''The Peace Keepers'' (''VideoGame/RushingBeat Shura'' in Japan), when you enter the plane's cockpit near the end of the Alan Bradley Airport stage, a time bomb on board is set at 15 seconds and you must destroy the plane's controls before then. If you do not destroy the controls before the timer runs out, the bomb will explode and cause the plane to crash, forcing you to go through the streets instead of the plane's destination. The "boat" stage (The Crazy Horse) is also a timed mission in which you must destroy the white Orbot within a 60-second time limit. If you do not destroy the Orbot in time, then the ship will sink and you will be taken to Ozymandias Island instead of Sukiyaki Lane.
* 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 it's mission failure. The usual justification for these are that you're supposed to deal with someone before their friends (or the police) show up.

[[folder:Card Game]]
* In ''VideoGame/YuGiOhNightmareTroubadour'', Gozaburo Kaiba's boss fight is set in a self-destructing military base that will explode after turn 20, so you must defeat him before then. This ''includes'' his turns, so you must technically defeat him in 10 turns.

[[folder:Driving Game]]
* ''VideoGame/{{Carmageddon}}'' and its sequel have a countdown, but pedestrians and collisions yield so much time that you are likely to finish the game with 30-40 minutes on any setting other than "hard", and because your car is indestructible in the first game and ''almost'' indestructible in the sequel, you [[ForegoneVictory cannot lose]] unless you deliberately go AFK.
** 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.
* ''VideoGame/{{Wipeout}} 3'' has a checkpoint timer, but it is both generous and optional. There is no benefit to turning it on and you might get a game over because of it.
* ''VideoGame/{{Quarantine}}'' has this for any time you pick up a passenger. Annoyingly, the majority of such missions have a frustratingly short time limit, no matter how far your location is from the actual destination, and to make matters worse, the maps have a rather confusing layout which can daunt players. The arrow shown in your bottom right screen somewhat rectifies this, however.
* 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.
* ''[[VideoGame/SanFranciscoRush Rush 2: Extreme Racing USA]]'' has two types of timers you can use. One is the traditional arcade timer, where crossing checkpoints extends it. The other instead just gives you a big time limit that cannot be extended.
* ''VideoGame/WanganMidnight'':
** In the original games, the LifeMeter-based battles also have a time limit. When the timer runs out, whoever is in front wins, regardless of life remaining.
** In ''Maximum Tune'', the time limit is quite lenient and is only really an issue if you idle for a significant period of time. However, 10 Outrun mode does have a timer as a major gameplay element and if you can't pass each of your 10 opponents fast enough (easier said than done at the highest levels), you will fail the level.

[[folder:Fighting Game]]
* The arcade mode of ''VideoGame/SamuraiShodown IV'': Amakusa's revenge has a time limit, and the ending of any given character can only be seen if the game is completed within the limit.
* ''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.
* In ''VideoGame/SuperSmashBros'':
** In the original game, the way to unlock [[VideoGame/FZero Captain Falcon]] is by beating Classic Mode in under 20 minutes, which is appropriate given that he's from a racing game.
** 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 defend Yoshi and the egg for a period of time.
** The 3- and 15-Minute Melee modes require you to stay on the stage for those periods of time while Fighting Wire Frames attack.
** In Home-Run Contest, you have 10 seconds to inflict as much damage on the Sandbag as possible before you pick up the Homerun Bat and smash it off into the horizon. Target Blast operates the same way, only here you have to inflict damage to a bomb to launch it further and make it destroy as many targets and blocks as possible.
** One of the bosses in ''The Subspace Emissary'', Meta Ridley, is a TimeLimitBoss (two minutes). When it's refought in The Great Maze, the limit is removed.

[[folder:First Person Shooter]]
* ''Franchise/{{Halo}}'':
** The final escape in the last level of ''VideoGame/HaloCombatEvolved''.
** 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.]]
** Funnily enough, you can TakeYourTime with the last objective and complete it ''after'' the relevant cutscene.
* ''VideoGame/CallOfDuty 2'' has several of the second variation of these missions, where the player and his squad must hold out against relentless Nazi attacks until reinforcements arrive. However, in the British "Brigade Box" mission, the end of the timer does not actually bring about reinforcements, but the arrival of a German Tiger heavy tank that has been harassing the squad since the previous mission, which the player must then assault and destroy [[ItsUpToYou single-handedly.]]
** This could be due to the reputation Sergeant Davis has picked up, having [[OneManArmy killed hundreds of Nazis on his own]] in previous missions.
** 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.]]
* In ''VideoGame/StarWarsRepublicCommando'', two stages are timed missions with no on-screen clock, with the player only having a computer voice out the ship's increasingly dire status until the player completes the objectives or [[NonstandardGameOver the ship explodes]].\\
The first timed mission involves assaulting and downloading information from the bridge of a ship that the player has already set to blow itself up. Even if you do everything as fast as possible, thankfully the timer stops in the ending cutscene, or the mission would be impossible. One of your squadmates lampshades it, saying that they should finish the mission before they destroy the ship next time. It's even possible to complete said objective ''after'' the timer has expired, but you do have to cut it fine.\\
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.
* Many missions in ''VideoGame/SyphonFilter'', but the most infamous is the last mission of the first game. Gabe had to locate the missile's abort code. Take too long and the missile's countdown will begin.
** The "Train Race" mission in the second game, where you must rush to the train's engine before it reaches the BrokenBridge.
* ''VideoGame/MedalOfHonor Underground'' has "Wacky Taxi mode" where all missions get timers.
* All maps on ''VideoGame/TeamFortress2'' have both a round timer (at which point either a Stalemate is declared, the game goes into Sudden Death mode, or a winner is declared based on which side has a higher score) and a map timer (at which point it switches to the next map in rotation), but the BLU team specifically loses on Payload and Attack/Defend-style Control Point maps if they cannot achieve their objectives before time runs out. However, for each leg of the mission they complete, more time is put on the clock, and if they're in the middle of a fight for the objective when time runs out, Overtime gives them one last chance to push for that goal.
* ''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).
** The Finale of Dead Center has a hidden timer, where after a certain amount of waves have gone by (rotating between a Tank Wave and a Horde Wave) the game will trigger the final wave consisting of non-stop tanks AND hordes at the same time. Of course, the only way to actually see this is if you deliberately hold out until the time runs out, as the level gives you ample time to complete your objectives.
* The ''VideoGame/{{Metroid Prime|Trilogy}}'' series wouldn't be complete without a timed mission:
** After killing the Parasite Queen on the space pirate frigate, you're given 7 minutes to escape before the whole place explodes.
** ''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.
*** The first one is a FreeFallFight with Meta Ridley, to which you have around 3 minutes (18000 meters, 100 meters per second) to kill him or die by slamming into the planet's mantle.
*** The second timer comes after the Ridley fight where you have 4 minutes to activate the defense cannon or the Leviathan strikes the planet. The timer here isn't displayed, but is announced on the loudspeakers on every minute.
*** 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.
* After the intro sequence of ''VideoGame/DeusExHumanRevolution'', protagonist Adam is called back to assist with a hostage situation. While there's no explicit timer displayed, if you take too long to get to the mission site, the hostages ''will'' be dead, and people will [[WhatTheHellHero chew you out about it]].
* 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).
* ''VideoGame/{{Borderlands 2}}'' includes some timed side-missions, in which you must carry it out in a limited amount of time. When the time expires, you fail the mission and would have to start all over again.
* The last Siberia level in ''SoldierOfFortune'' has a missile launch countdown that Mullins must stop.
* Most level segments in ''MaxPayne 3'' have a hidden timer. Hang around too long, and you get a "Failed" message.
* ''VideoGame/NosferatuTheWrathOfMalachi'': Father Aville will die if you don't bring Dr. Amersfield within half an hour. On a larger scale, once the in-game clock reaches midnight, more monsters spawn and they all get stronger. After that, your family members start dying one by one unless you reach them in time.

[[folder: Four X]]
* The game ''VideoGame/{{Civilization}} IV: Colonization'' uses years for turns and starts in the year 1492. You have until the year 1792 to declare independence and defeat your homeland. If you don't make it in time, your homeland wins by default.
* Also, all ''VideoGame/{{Civilization}}'' games have a set number of turns, that decreases when raising the difficulty.
** The scenarios in ''V'' all have a turn limit, but they don't always work against you. Usually, if the turns run out, the civilization closest to the winning condition wins.

[[folder:Hack And Slash]]
* There are two notable Timed Missions in ''VideoGame/{{Drakengard}}''. The first involves you running through a fortress full of enemy soldiers attempting to rescue the DistressedDamsel before the BigBad kills her ([[spoiler:[[HeadsIWinTailsYouLose She's always dead by the time you show up, but not beating the level in time nets you a]] NonstandardGameOver]]). The second is [[GenreShift the final boss fight.]]
* The ''VideoGame/DynastyWarriors'' and ''VideoGame/SamuraiWarriors'' series have timers on every stage. They tend to be on the scale of twenty to sixty minutes, which makes time the least likely defeat condition in most games.
** Certain stages do have shorter time limits that might actually cause problems, usually when the in-story scenario is under time pressure, and the games often have the decency to make a point of warning you about the time limit.
** Many of the "Commander Escapes" type objectives tend to be 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").
** ''VideoGame/DynastyWarriorsGundam 2'' has a timed mission that requires you to defeat 1000 enemies in a set amount of time. Depending on your choice of mobile suit, this can be either [[GameBreaker a cakewalk]] or [[JokeCharacter a total nightmare]].
** Most of the time, letting the time limit expire resulted in a loss. However, in ''Dynasty Warriors 7 Empires'', one of the conditions for winning a defensive battle against an invading kingdom is by letting the time limit expire.

[[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 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.
* ''The Z-Machine Matter'' gives you two hours to solve the mystery, with every command taking two 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 the robots' hands.]]

[[folder:Light Gun Game]]
* The aptly named ''VideoGame/TimeCrisis'' series is essentially one gigantic timed ''game''. All of its incarnations are usually broken up into a series of brief intervals where the player(s) have 40 seconds for the most part to eliminate all of the enemies onscreen. Failure to do so will result in the player(s) losing a health point.
** 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''.
* In ''VideoGame/MetalCombatFalconsRevenge'', the first form of [[FinalBoss Giga-Desp]] is timed. Once the music changes and he starts charging energy, you ''have'' to destroy him within 10-15 seconds, or else he'll launch an unblockable super attack that [[OneHitKill kills you instantly]].

[[folder:Miscellaneous Games]]
* The PSP game ''VideoGame/HalfMinuteHero''. Every single level must be completed in 30 seconds (unless you turn back the clock) or it's game over. The final level requires you to beat the game in 300 seconds (5 minutes) with ''no option to rewind time''.
** And then there's the bonus level ''[[UpToEleven 3-Second Hero]]''.
* The ''VideoGame/WarioWare'' series of games consist almost entirely of this trope and HoldTheLine. The key factor here is that each timed mission is only about four seconds long...and ''speeds up''.
* In ''VideoGame/AntarcticAdventure'', each stage is a race against a time limit. If the timer runs out, it's GameOver. However, there is no way for the penguin to die, making the timer the penguin's only real adversary.
* ''VideoGame/{{Tutankham}}'' had a timer counting down on each level, as if the constantly spawning enemies and the [[DenialOfDiagonalAttack inability to shoot vertically]] didn't make the game hard enough.
* ''VideoGame/BubbleTrouble'' is a subversion. The rounds are timed, and you get a time bonus upon completing the level. You ''can'' still complete the level after time runs out, but the enemies will start moving faster, and you won't get the bonus.
* 88 Heroes takes this trope a step further than most. Not only do you only have 88 seconds to beat each level, but you must beat all 88 levels in 88 minutes or else Dr.H8 will blow up the earth.
* ''VideoGame/{{HQ}}'' gives the player 10 seconds to answer each question, both to keep the live game moving along and to prevent players from cheating by Googling the answer.

* ''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).
** There is, however, one timed mission for high level characters that you ''are'' supposed to fail: you only have a few minutes to get to the mission, fight through the minions, and win the fight with the boss at the end. However, in certain power combinations, it actually is winnable: a Blaster with superspeed or flight and a cloaking device (or some other similar combination of speed and powers) can speed-stealth past the minions and, if they are lucky searching the base, get to the final room in time to fight the boss and his guards, barely. Winning or losing the mission doesn't matter to the story arc in either case.
** The high level COV contact Efficiency Expert Pither gives out a notable set of timed missions. To earn a badge (Efficiency Expert) from him you must complete all his missions in less than 15 minutes each, featuring large, sprawling maps full of mobs. A Stalker with team teleport is a very useful asset.
*** 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.
* ''VideoGame/FinalFantasyXI'' has quite a few timed missions, but the worst example is in the expansion ''Wing of The Goddess'', where a category of quests have you try and list crafting recipes under a time limit. At first it's just stressful, but harder versions of the quest have the amount of time being ''extremely'' short, where you can still fail the quest... ''even if you know the recipes''.
* ''VideoGame/TheLordOfTheRingsOnline'' has several timed missions, and one subversion. You are given 30 minutes to kill boars in the area, but there are no 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.
* ''VideoGame/WorldOfWarcraft'':
** While timed quests are rare, they do exist. Some of them are {{Escort Mission}}s, no less. However, most of the timers are rather generous, especially since teleportation is usually fair game. Mind you, even the most generously-timed quests can be all but impossible to finish if they require you to go deep into a capital city and your computer isn't exactly new or your connection is bad. Putting timed quests in Orgrimmar is just cruel.
** 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, [[OneHitKO the 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'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.
** A few dungeons have timers, but not of the game-over variety. It's just that there are hostages held by the last boss, and getting there [[BigDamnHeroes in time to come to the rescue]] gives you a bonus. Heroic scenarios always have one for a bonus objective.
** 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/GuildWars'' makes liberal use of this trope, though it (mostly) limits the timed aspect to bonuses: if all you want to do is get through the mission, you are free to take as long as you require; if you want all the rewards, however, you must complete it in under X minutes. "X" naturally ranges from extremely generous to NintendoHard.
* ''VideoGame/{{Mabinogi}}'' has quite a few... They are usually quite generous with the clock, though.
* Every single Mission in ''VideoGame/EVEOnline'' is this. They even have 2 separate timers. First, after a certain amount of time, you just lose a bit of extra payment, which isn't that bad. Then, 1 week after accepting the mission, it expires and you can get a new one.
** Expeditions also qualify, in that you only get 24 hours to get to the Deadspace site where the Expedition takes place.

* A common mode in many solid-state {{Pinball}} games is the "hurry up"; this typically features a bonus that rapidly counts down, and the player must make a specific shot to collect the value shown.
* In general, almost every single pinball since the 90s incorporates the use of timed "modes", where the player must complete a small objective within a time limit for a large number of points and/or progression toward a larger goal.
* Used extensively in ''VideoGame/CrystalCaliburn'', most notably in the Quest for the Holy Grail: the player must send one Knight to Glass Island, get the Grail, then return it to Camelot Castle before time runs out.
* ''VideoGame/PokemonPinball'': Catch 'em All and Evolution modes have two-minute timers, bonus rounds have one minute, and Map Change has 30 seconds.
* If set to "Hard" mode, ''Pinball/SuperMarioBrosMushroomWorld'' gives a player 30 seconds to clear each world. Failing to do so will cause the flippers to stop working and drain the ball.
* In Creator/DataEast's ''Pinball/BackToTheFuture'', the [=DeLorean=] Million round gives players 12 seconds where every ramp shot earns 1 million points.
* ''[[VideoGame/ProPinballTimeshock Pro Pinball: Timeshock!]]'' uses this for several of the Explorations as well as the sub-WizardMode, "Timeshock Frenzy".
* ''VideoGame/PlantsVsZombiesPinball'' does this with the various Challenge Levels, requiring you to destroy a number of zombies in a limited amount of time.
* All of the high-scoring shots in ''Pinball/{{Taxi}}'' work on this principle.
* The non-villain modes in ''Pinball/SpiderManStern'' require hitting a set of shots in 40 seconds or less.
* All the TV Modes in ''Pinball/WorldCupSoccer''.
* Most modes in ''Pinball/TheLostWorldJurassicPark'' are this, and when the clock dips below ten seconds a shot adding more time is lit.
** The same description applies to ''Pinball/{{Monopoly}}''.
* Various events and Battle Pyramid Rounds in Creator/{{Gottlieb}}'s ''Pinball/{{Gladiators}}'' have a short timer to complete them.
* ''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.
* Before ''Safe Cracker'', there was Creator/{{Gottlieb}}'s ''Pinball/JamesBond007'', which gave the player 50 seconds to play. Players had to make key shots to add more time; unfortunately, novices were frustrated by the mechanic, and pros could easily milk the game for ridiculously long sessions.
* Likewise the 1985 Bally Midway pin ''Beat the Clock'' is based around this concept. Time can be added by hitting targets, and the timer can be stopped by hitting the red S-T-O-P standups near the top of the playfield (though it will be restarted if one of two rollovers is triggered).
* Also done in Creator/CapcomPinball's ''Pinball/FlipperFootball,'' which gives each player 180 seconds to score as many goals as they can against the opposing team.
* In addition to game modes with time limits, ''Pinball/{{Indianapolis 500}}'' has Pit Stop Multiball, where the first ball is locked, then the player must shoot the second one into the lock to exit the Pit. Faster exit times enables more shots for the Multiball Jackpot, and the game keeps track of who exits the pit the quickest.
* The ''[[Pinball/GilligansIsland Gilligan's Island]]'' pinball gives the player 50 seconds to deliver the Lava Seltzer and [[AppeaseTheVolcanoGod stop Kona the Volcano God from erupting.]] Doing so rewards a [[GoldenSnitch lopsided 50 million points,]] and ''another'' 50 million for each subsequent shot made before time runs out.
* In the WizardMode of ''VideoGame/LoonyLabyrinth'', the player must rescue nine {{Human Sacrifice}}s, then shoot three balls into the Minotaur's Chamber to slay him before the moon wanes. Failing to do so requires the player to rescue the victims once again.
* In Creator/{{Gottlieb}}'s ''Pinball/{{Victory}}'', each checkpoint starts with a countdown bonus of 100,000 points times the checkpoint number, which is collected when the player shoots it. The timer starts at 800,000 points after the first race, and some sequences allow players to collect nearly the full amount with good aim.
* ''[[Pinball/OperationThunder Operation: Thunder]]'' is notorious for this; later missions must be completed before the player runs out of fuel, which causes the flippers to go dead and the current ball to drain.
* In Creator/SegaPinball's ''Pinball/StarshipTroopers'', the player has a limited amount of time to capture the Brain Bug after clearing out a planet.
* Many of the House challenges and {{Wizard Mode}}s in ''Pinball/GameOfThrones'' must be completed within a time limit.

[[folder:Platform Game]]
* ''Franchise/SuperMarioBros''
** 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 timer is particularly present in "Funky", the last BrutalBonusLevel in ''VideoGame/SuperMarioWorld''. This very long stage gives only two minutes (timer 200) to complete it. Fortunately, you could get power-ups to extend the timer, making it quite possible to finish the level with more time than you started with.
** ''Super Mario World'' and ''VideoGame/NewSuperMarioBros2'' have another kind of timed mission, in the boss fights against Reznor (fortress boss): The floor progressively disappears, exposing a LavaPit. Mario can escape the lava if he rides the Reznor wheel.
** ''VideoGame/NewSuperLuigiU'' only gives you 100 seconds for ''every'' level.
** Taken to [[PlatformHell sadistic extremes]] in various {{ROM Hack}}s. With only scant amounts of time allotted for certain levels, players get forced into careless or hasty moves.
*** [[http://www.youtube.com/watch?v=Ua6pbz3ROvQ A HUNDRED SECONDS?!?]]
*** ''Super Mario TKO'', a hack of ''SMW'', has a level that is easy but for the timer. If Mario hits all those multi-coin blocks, he will not reach the goal in time. The level is too long, or the timer is too short.
*** Running Cave in ''[[VideoGame/{{Something}} Something Else]]''. Luigi has to run to the end of the level, but the Charging' Chucks and the tiny time limit will make it difficult.
** To get some of the shines in ''VideoGame/SuperMarioSunshine'', you have to push a red button and grab 8 red coins before a time limit expires. You inexplicably die if time runs out.
** ''VideoGame/SuperMarioGalaxy''
*** The Speedy Comets give you 4 minutes to complete them.
*** Some of the purple coin missions are timed, and in those, time is very, very precious.
** The Speed Run prankster comets re-appear in ''VideoGame/SuperMarioGalaxy2''. On the one hand, the game does make it so that as soon as you complete the required objective (collect all the Purple Coins/Silver Stars, defeat a boss, etc.), the timer will stop (obviously doesn't apply if the star is out in the open and you just have to reach it in time). On the other hand, you get ''much'' less time on the clock, so speed does matter. In some of these runs, you get an absurdly short amount of time (like 20 seconds) and you have to extend the time by collecting stopwatches as you go.
** [[Webcomic/CaptainSNES "What, does a bomb go off or something?" "No, you just-a die."]]
** [[http://www.brawlinthefamily.com/?p=276 A possible explanation]], as provided by ''Webcomic/BrawlInTheFamily''.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicTheHedgehog1'', ''VideoGame/SonicTheHedgehog2'', ''VideoGame/SonicTheHedgehog3'', and ''VideoGame/SonicMania'' enforce a ten-minute time limit on all of the stages.
** ''VideoGame/SonicAdventure'':
*** 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.
*** All of Gamma's levels and his FinalBoss have a 3 minute timer. The timer can be increased by destroying enemies, with the amount granted being larger if more enemies are destroyed at once. The A-Rank versions of his stages shorten the timer.
*** The A-Rank versions of the Sonic, Knuckles, and Amy stages add a timer on top of the normal objective. The exact time given varies between stages and characters, with Knuckles getting the shortest amount of time (1-2 minutes).
** ''VideoGame/SonicAdventure2'':
*** The levels White Jungle, Green Forest, and Security Hall are all timed, though this is {{Justified|Trope}} since the island the levels take place on has been planted with time bombs.
*** 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.
*** The TrueFinalBoss of the Final Story requires you to beat it in 5 minutes, as [[spoiler:you're trying to stop it from crashing the ARK into Earth]].
*** The optional 4th Act of most stages adds a timer on top of the normal objective, similar to the A-Rank stages from ''Sonic Adventure''. If the level already has a timer, it'll be shortened when doing the 4th Act.
** ''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.
* Every ''Franchise/{{Metroid}}'' game (except ''Metroid II'') uses this trope at least once, and the vast majority of them are triggered by a LoadBearingBoss. ''VideoGame/MetroidPrime'' mildly subverted this, however; a timed mission at the start is standard fare, but the expected timed mission after the final boss turns out to just be a {{Cutscene}}.
** ''VideoGame/SuperMetroid'', which provides the page image, has two, which serve as BookEnds to the game. One of them occurs after a fight with Ridley at the start of the game, and the other occurs at the end of the game after the fight with Mother Brain.
** ''VideoGame/MetroidFusion'' has three total:
*** The first when the X-Parasites decide to [[TakingYouWithMe take Samus out with them]] by disabling the reactor's coolant system to trigger the [[SelfDestructSequence auto-destruct explosives]] and annihilate the station. You get 6 minutes to fix the coolant system.
*** 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 tricker than it sounds.]]
*** 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).
** Likewise, the sequel ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', though the game timer doesn't start until after the first several levels.
* ''VideoGame/MegaManZero'' had timed {{Boss Battle}}s, as well.
** A timed ''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.
* As you return from dropping off a Krazoa Spirit in ''VideoGame/StarFoxAdventures'', the sole female Thorntail in the game can be heard making noise. Turns out some evil creatures are stealing her eggs. Ensues a HoldTheLine mission where you have to keep them from exiting with any of the eggs for 100 seconds. Inexplicably, when their time runs out, any creature with an egg drops it and flees.
* Done in ''VideoGame/WarioLand4'' and ''VideoGame/WarioLandTheShakeDimension'' for 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'', and Launchpad Labyrinth from same latter game.
* The final boss in ''VideoGame/YoshisIsland'' is a timed mission. If you take too long to defeat him, the floor will cease to exist.
* Some missions in the platformer ''VideoGame/INinja'' also qualify. One notorious example is having to outrun a fuse before it reaches the goal (and detonates it). Other missions are traditional timed missions.
* When the final boss of ''VideoGame/MegaManX8'' calls out the name of his special attack, "Paradise Lost", the players have less than 30 seconds to finish him off.
* ''VideoGame/DonkeyKongCountry''
** A variation from the original ''VideoGame/DonkeyKongCountry1''. "Tanked Up Trouble", a late-game UndergroundLevel, requires you to consistently jump into fuel cans to keep a TemporaryPlatform riding on a path that winds throughout the stage. If for whatever reason you're on some scaffolding by the time your platform drops off the track, your character will act as if you've just lost a bonus stage and you'll get booted back to the world map, minus one life.
*** You can turn this moderately frustrating situation into something amusing as well as justifying the lost life by playing as Diddy and positioning him next to the edge of the platform: as his "bonus game lost" animation consists of him throwing his cap to the ground and stomping on it, he ends up throwing it down the BottomlessPit below and jumping after it.
*** It is justified in that if the platform falls, there is no way to get out of the level without jumping and dying.
** Hideout Helm in ''VideoGame/DonkeyKong64'' is a Timed Mission. It's also a case where the amount of time you have is affected by how many PlotCoupons you've collected throughout the game.
*** 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.
** In ''VideoGame/DonkeyKongCountryReturns'', all bonus rooms are timed: They must be cleared before the timer elapsed to get the room's collectible puzzle piece.
* Many in ''Franchise/JakAndDaxter''. Many of ''those'' are also NintendoHard.
* ''VideoGame/PrinnyCanIReallyBeTheHero'' has an eight minute time limit on each level, and a three minute limit on boss fights. Fortunately, the timer resets every time you lose a life. [[NintendoHard Which]] [[PlatformHell is]] [[TrialAndErrorGameplay often.]]
* ''VideoGame/{{N}}'': Your ninja can only live for a certain amount of time. For him to survive longer, he must find gold, which inexplicably extends his survival time.
* ''VideoGame/{{Iji}}'' in the [[HarderThanHard Ultimortal difficulty mode]]. The timer stops for boss fights, but not for the "sub-boss" fight against Assassin Asha in sector X.
* With few exceptions, each stage in ''VideoGame/{{Purple}}'' has a time limit, running out of which kills you.
* ''VideoGame/NewSuperMarisaLand'''s time limits seem reasonable, at first... until you notice that the "seconds" tick down twice as fast as they really should. Thus, a stage that gives you a time of 150, is actually giving you under a minute and a half to complete it. Have fun!
* Each stage in ''VideoGame/{{Athena}}'' has a time limit, which can be extended by picking up hourglasses.
* In ''VideoGame/TheQuestOfKi'', each level has to be completed within a time limit, which depending on the level can be anywhere from 30 seconds to 180 seconds (with one exception). Like ''VideoGame/TheTowerOfDruaga'', powerups can give you more time or make the timer run out more quickly.
* Most of the earlier ''Franchise/{{Castlevania}}'' games had level timers. The more exploration-oriented ''Vampire Killer'' and ''VideoGame/CastlevaniaIISimonsQuest'' were exceptions to this rule (though for the latter, time plays a different role; see the Action Adventure section).
* In ''VideoGame/{{Miner 2049er}}'', every station has to be completed within a time limit. If the "Miner Timer" runs out, Bounty Bob dies instantly. The ExcusePlot barely manages to HandWave this by referring to the presence of radiation in the mine.
* ''Indiana Jones and the Temple of Doom'': Oddly enough, the NES version had level timers and the UsefulNotes/ArcadeGame didn't.
* The original ''VideoGame/BombJack'' averted this, but ''Mighty Bomb Jack'' had a timer counting down slowly from 60 on each level. A powerup can increase the timer, but trying to push it past 99 would deliver the greedy player to a torture chamber.
* "Revenge of Meta Knight" in ''VideoGame/KirbySuperStar'' is this.
* ''VideoGame/AtlantisNoNazo'' had a time limit on every level. In some levels, the time limit only allowed seconds to spare with perfect play. Getting the clock powerup would slow the timer down.
* 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!
* In ''VideoGame/ImpossibleMission'', you have only eight hours to complete the game. Despite the main character respawning upon death, each death penalizes you by a few minutes. You loiter, you lose.
* In ''VideoGame/ChipNDaleRescueRangers 2'', only one of these stages is a Timed Mission, in which Chip and Dale are trapped in what appears to be a "giant refrigerator". The player has 3 minutes to get all the way through this stage and reach the exit before they are frozen solid.
* In ''VideoGame/SolomonsKey'', each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level.
* Every level in ''VideoGame/PauseAhead'' is a timed mission, with power-ups to increase the time limit. However, the unique ability to keep moving at your current velocity while pausing the game quickly renders the time limit fairly harmless once you get good enough, to which the game responds by eventually giving you levels with ''one-second'' time limits.
* Occurs in ''WesternAnimation/TheNightmareBeforeChristmas'' video game {{Prequel}} ''VideoGame/TheNightmareBeforeChristmasThePumpkinKing'' when Jack has to deliver an exploding mushroom from the Small Witch to the Tall Witch in 600 seconds, which is especially made aggravating because he has to get past the Noise Gnats without getting seen and has to defeat a boss right before he makes it to the Tall Witch.
* Every level was timed in ''VideoGame/TheSmurfs'' for SNES and Genesis, but it was only a real threat in a single level: The thorny vines outside Gargamel's manor house.
* ''VideoGame/TheJungleBook'': all levels have a 6 minute time limit from the start (which can be expanded when you find hour glasses). Running out of time results in instant death, costing you a life.
* ''VideoGame/AHatInTime'': Chapter 2-4, Train Rush, takes place on the Conductor's train, where the Conductor has rigged a bomb to explode in two minutes to create an interesting movie. Hat Kid has to make it to the front of the train before the bomb explodes, picking up time pickups and dodging obstacles along the way.
** Reprised in [[spoiler:Chapter 2's finale, where the boss straps the Conductor's bomb to Hat Kid and one has 80 seconds to defeat that phase of the boss so the loser can defuse the bomb.]]

[[folder:Puzzle Game]]
* 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 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 energy meter, serving as both health and a time limit.
* ''VideoGame/{{Minesweeper}}'': AvertedTrope and lampshaded in [[http://www.youtube.com/watch?v=LHY8NKj3RKs a mock trailer for a Minesweeper movie]]:
-->'''Guy 1''': That clock is gonna keep ticking until it reaches 999!
-->'''Guy 2''': What happens then?
-->'''Guy 1''': Nothing. You just suck.
* ''VideoGame/{{Revolution 1986}}'': Each level has you on a timer. If you run out of time, you lose a life.
* ''VideoGame/RollAway'': There is a 90-second hourglass which makes you fail the level when it reaches 0 and can be flipped for more time by hitting an hourglass in the level.
* ''VideoGame/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.
* ''VideoGame/TheWitness'': At least one door is timed and requires you to solve nearby puzzles in a specific fashion in order to get to it in time. There's also [[spoiler:[[BrutalBonusLevel The Challenge]], a sequence of randomized puzzles you have to complete before [[PublicDomainSoundtrack Grieg's "Anitra's Dance" and "Hall of the Mountain King"]] finish playing.]]
* Dark Mode in ''VideoGame/{{LIT}}'' is essentially this; any light source activated by the player will slowly dim over time, meaning they have to think and move quickly in order to progress to the next room.

[[folder:Real Time Strategy]]
* 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''.]]
* In the ''VideoGame/RiseOfNations'' campaign, most missions are timed. When defending, you have to survive for 90 minutes. Impatient players can end the game faster by going on the offensive and wiping them out.
* ''VideoGame/{{Pikmin}}:''
** The entirety of the first game is a timed mission. You have to get 30 spaceship parts before Olimar's life support runs out in 30 days. You can still get a [[MultipleEndings good ending]] if you get the 25 mandatory parts before the 30th day, but the GoldenEnding requires getting all 30 of them.
** 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.
* ''VideoGame/WorldInConflict'' has many, many time-based objectives. Some of them are secondary, some don't even have a timer on screen, but several are mission-critical. One mission is timed entirely, another one is pretty much over when the timed objective is achieved.
** Given that you have no unit-producing base to destroy and that you're able to deploy lost units after a short time without end, either a Timed Mission or an EscortMission (possibly a HoldTheLine variant where you must protect a stationary objective or prevent the enemy from reaching a given point) is neccesary for there to be any chance of failure at all.
** Multiplayer matches also always have a time limit. If it runs out before any side achieves a clear victory, the team closer to it wins.
* ''VideoGame/WarcraftIII: The Frozen Throne'' has one in the Night Elf campaign, in which you have to kill 4 summoners (all thankfully in the same place) before they finish casting a spell. In another mission, the player has to help Maiev escape the Tomb of Sargeras before it collapses.
* ''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.]]
** ''VideoGame/StarcraftII'' has a lot of timed missions, though not always in an explicit "timer on screen" way. For instance, one mission has you assault trains that are sent through the area in regular intervals (depending on the difficulty). You are only allowed to miss a few trains, too (again depending on difficulty). Others are loosely timed by factors such as opponents trying to reach the same goal as you do, or certain conditions that make the mission harder to beat the more time passes (such as clearing out buildings infested by zerg that send out masses of infested terrans at night, or escorting a number of civilians as more and more zerg land on the planet). ''Legacy of the Void'' even has a mission with a variable timer; the clock starts at ten minutes, but tacks on additional time with every enemy encampment neutralized.
*** Several achievements also impose time limits on missions that usually don't have one.
* The now freeware game ''VideoGame/{{Warzone 2100}}'' has nearly all the missions being Timed Mission. Even worse are the transport mission, which you need to wait for your transport to bring your unit into field, 10 units per trip. It can be taxing on new players.
** Largely justified given the nature of resources, as oil sources will never deplete and you do not need to have units running them, and the fact that your units, structures, and resources persist throughout the campaign, if they didn't use a time limit you could very easily corner the enemy and amass massive amounts of resources, making the game far too simple. Infact, as the first mission isn't timed, you could infact build up a healthy amount early on that can easily carry you through the first dozen or so missions with little problem. The game also usually gives you a generous amount of time, so in the end the timed nature of the missions comes more out of balance purposes than actually presenting a challenge.
* The whole campaign of ''VideoGame/Earth2150: Escape from the Blue Planet'' is a timed mission. You only have 180 in-game days to collect resources and send it to the evacuation ship construction before Earth is doomed, with the clock still running while you do missions (however, the weather only advances as you complete missions). The expansion packs ''The Moon Project'' and ''Lost Souls'' have no time limit.
* For some reason passing understanding the default setting in the ''VideoGame/TotalWar'' series is to have time limits on tactical battles. This can be particularly frustrating if one is attacking a settlement because wall-taking and street fighting are much slower than field battles, mostly because units refuse to break and run. Thankfully the time limits can be turned off.
* ''VideoGame/LostMagic''. Defeat all the enemies on this screen in five minutes? Okay! WHAT THE FUCK DO YOU MEAN THEY RESPAWN?
* ''[[VideoGame/CloseCombat Close Combat 2]]'' did this in a fairly realistic and fun way. As allied paratroopers land throughout the Netherlands, the defending Germans begin rigging several key bridges for demolition. The allied player must try to seize these bridges before the timer reaches zero and the explosives are successfully placed. ''However'', the German player may choose to keep the bridge standing if he feels he can inflict greater damage this way (e.g. by using the bridge to lure the allied player into attacking recklessly). On the other hand, even when he chooses to destroy the bridge, there is a non-trivial chance that it will fail to explode, and likewise, even the successful capture by the allies doesn't seem to completely secure it. If it fails to explode, however, the timer will reset to a minute or so, after which the German player gets a second chance. Even when the bridge is blown, the game isn't over. In Son and Veghel, a Baily Bridge can be constructed, after a considerable delay; if the Arnhem Rail Bridge is lost, the Arnhem Bridge and ferry both remain (though neither presents an easy fight).
* In the fourth "Disorder" mission of ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWar: Winter Assault'', you have to destroy a convoy before it reaches a gate. Then, you have to stop the Eldar from teleporting there (or get a unit past the gate before they can), or you still lose.
* ''VideoGame/{{Battlezone 1998}}'' has a couple, and one subversion; in an early mission, you're tasked with constructing a base and attacking the CCA, but the level's timer is ''horribly'' restrictive, leaving you with barely enough time to build a functioning base. Then an MIA squad attacks the base, buying you time and removing the timer.
* The ''VideoGame/CommandAndConquer'' series does this on occasion.
** One that's particularly notable in the original ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' is a mission for the Allies, where the player must get Engineers to a communications center within a time limit, before multiple nuclear missiles can hit civilian cities across Europe. What makes things easier is that the time limit is one hour, and it starts when you do things like take out the power or get too close to the center, rather than starting from the beginning of the mission. What the game fails to tell you in advance, which makes it more difficult, is that ''this segues into another timed mission'' that '''shares the previous one's countdown''', meaning that if you completed the first half with only seconds to spare, you're screwed.
** ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' has a few others primarily in the Nod campaign, including one where the player assaults a GDI comms base under the cover of an ion storm, giving you an hour and a half to destroy their comms center, and another in which they have to take out an important GDI base and place three ICBM units in specific spots before time runs out to [[spoiler:shoot down GDI's space station headquarters GDSS Philadelphia.]]

[[folder:Rhythm Game]]
* In addition to being {{luck|BasedMission}}-based, the "Guitar Battles" in ''VideoGame/GuitarHero III'' are also timed. At the end of the song, you lose by default.
** 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.

[[folder:Role Playing Game]]
* The fights with Demyx in ''VideoGame/KingdomHeartsII'' tend to be easy, right until the moment a time limit to defeat a certain number of his minions is arbitrarily invoked. Especially annoying as only a particular special move seems effective regardless of how strong the player actually is.
** The game also neglects to tell you that fire spells are actually super effective against water clones as opposed to thunder spells.
*** 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.
** It's actually possible to avoid the "10 forms in 10 seconds" minigame with a well-timed [[LimitBreak Knocksmash]], usually when Demyx is a bar of HP or two away from death. It's more difficult on Proud Mode, naturally, since he must be lower in HP for it to actually kill him, but still doable. Whether it can be accomplished on Critical Mode is currently unclear, but it saves a major headache if it is.
*** Unfortunately, Knocksmash was nerfed in the Final Mix version, but in the same version, you're given 15 seconds to defeat the 10 clones instead.
* 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.
* Several of these can be seen in ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]''. The first is when the brothers meet Hoohooros on their way up the mountain.
** 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.
*** All of the boss rematches you can face in the Gauntlet require that you win within a certain number of turns or forfeit the money you spent to start the fight.
* ''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).
* In ''VideoGame/FinalFantasyV'', the party is given a ten-minute time limit to escape from Karnak Castle before it explodes. While it's easy to go straight to the exit in a minute or two, the real challenge is in picking up all the items that will be [[PermanentlyMissableContent unobtainable]] if they're not acquired in time (duplicates of most of them can be acquired much later on, though).
** ''FFV'' used the mechanic two more times, once when the summon beast Odin gives you sixty seconds to defeat him before he hands you a game over, and once when you have the option to dive into a sunken tower to retrieve the crystal piece for the bonus class Mimic. This latter one is especially tricky because to ''get'' the crystal, you must face a PuzzleBoss, taking up more of your time. And even ''more'' sadistic is the fact the solution to said fight is to wait three minutes until the boss submits.
*** Odin also pulls the timed battle again in ''VideoGame/FinalFantasyVIII'', where the clock starts as soon as you enter the area on the map he resides in. What makes this worse is you will hit RandomEncounters on the way to Odin, which will waste time if you try to fight or flee. Luckily, you can gain the ability to turn off random fights to save time.
*** In fact, in pretty much any ''Final Fantasy'' game where you have to fight Odin, you're on a timer, sometimes visible, sometimes not. If you don't defeat him before the timer expires, he hits you with Zantetsuken, which kills your party instantly.
* ''VideoGame/FinalFantasyVI''
** Ultros the octopus wishes to interrupt an opera scene by dropping a weight on one of the main characters on stage, explicitly stating "This is heavier than I thought! It'll take me five minutes to drop it!", and you have [[ExactTimeToFailure exactly five minutes to stop him]].
** 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.]]
** TheEndOfTheWorldAsWeKnowIt is causing the FloatingContinent to break apart. As Shadow buys you time by stalling [[BigBad Kefka]], you have only a few minutes to escape and get on board the airship. However, unless you [[GuideDangIt know in advance]], you probably don't know that you [[NoOneGetsLeftBehind should wait until the last possible second before boarding the ship]].
** Later in the game, Sabin is holding up the roof of a collapsing house (and this is a BigFancyHouse we're talking about), and you've got four minutes to rescue the kid inside before his strength runs out and he drops it. Just to distract you even further, there are a bunch of {{Chest Monster}}s in the house that drop some really good treasure, and the house is full of {{Demonic Spider}}s as random encounters, so you'll end up using almost all of what little time you have.
* ''VideoGame/FinalFantasyVII'' has the first Mako Reactor mission, where the time limit is more than generous (if it started during the boss battle, it would be a different story, but it's easy to reach the objective with more than seven minutes remaining). Much, much later in the game, the timer shows up again when you have to figure out a puzzle lock before an automatic shutdown permanently seals it shut, and when you have to reach the front of a train (with a boss battle on each of the three cars, even) before it crashes into a settlement and deprives you of the MacGuffin and forces you to buy another unique piece of materia to get it instead of it being given to you for free.
** There's also the battle against the Emerald Weapon which takes place on the sea floor and has a 20 minute time limit before you drown. Even though Emerald Weapon is a massive damage sponge, one of the fighting parties will almost certainly be dead before it gets to even half that due to the large amounts of damage being thrown around. If the timer really bothers you, you can find the Underwater Materia that makes it go away.
* In one part of ''VideoGame/PaperMarioTheThousandYearDoor'', the villain places a bomb in The Great Tree, and you must find your way to the entrance hall before the timer reaches zero. Fortunately, there are places nearby where you can save the game.
* ''VideoGame/FinalFantasyVIII'' has those in almost every mission.
** 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).
* ''VideoGame/FinalFantasyIX'' has a timed puzzle. Step One: sneak past an enemy, moving only when its back is turned. If it sees you, you have to start again, but the clock keeps on ticking. Step Two: work out a weights-and-balance puzzle to reach your goal and stop the clock.
* ''VideoGame/LightningReturnsFinalFantasyXIII'': the ''entire game'' is a timed mission. The world will end in 13 days (or less if you mess up the side quests) and you have to do as much as you can in the time remaining. To keep you focused, there is a clock in the corner of the screen, ticking away at about one in-game minute for every two or three real-world seconds.
* In ''VideoGame/XMenLegends'', there's a mission involving a sinking aircraft carrier. Jean Grey is telekinetically holding it together (thus rendering her unplayable for that mission), and its sheer size means she can't do it forever.
* ''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.
** ''VideoGame/{{Persona 3}}'' has another example, in which [[spoiler:the SEES members must fight their way to the front of a monorail and defeat the boss there within eight minutes, or else the train will crash into another train, killing everyone aboard]].
** Every mission in ''VideoGame/{{Persona 4}}''. You have roughly two or three weeks to rescue the victim. Failure to do so will 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.
** Similar to the previous game, ''VideoGame/{{Persona 5}}'' gives you approximately two to three weeks to steal your quarry's heart. [[spoiler:Failure to do so will result in your testimony to the prosecutor being incomplete, and afterwards, an ignominious end from [[BoomHeadshot a bullet to the head]].]]
** ''VideoGame/DevilSurvivor'' has a mission where you have to kill six demons within three turns; while failing to do so won't give you a Game Over, it'll still have a negative effect on which MultipleEndings you'll be able to go for. Also, some of the missions where you have to protect civilians can become this, as the AI has a nasty tendency to completely ignore you and pick on them instead. Get those Wilder-type demons ready...
** ''VideoGame/ShinMegamiTenseiIV'' has the final DLC battle [[spoiler:against Masakado]]. You have ten turns to win. [[spoiler:Otherwise, the ICBM obliterates Tokyo, destroying the timeline.]]
* ''VideoGame/{{Fallout}}'':
** In ''VideoGame/Fallout1'', you have 150 days to find the replacement water chip. You can extend the time limit by 100 days by buying water from a caravan. After you complete the task, you have 500 days to stop the mutant invasion... but if you bought water, the limit is 400 days, because the caravan left tracks the mutants follow. (Because this latter limit cripples world exploration, it was removed in a patch.)
** ''VideoGame/Fallout2'' technically has a time limit... [[OverlyGenerousTimeLimit of about 13 years]], after which a nuke is dropped on the wasteland, ending the game. This is more of a result of engine limitations, since the game couldn't run for longer than 13 in-game years without crashing, so Black Isle had to put in a hidden arbitrary time limit to prevent this.
** ''VideoGame/Fallout3'':
*** "The Pitt" downloadable content has an interesting take on this: when you [[spoiler:go to fight in the arena]], the area has several barrels of radioactive waste. Consequently, the "timer" is the radiation meter that counts up to a lethal dose, and players can mess with the timer by taking Rad-X or [=RadAway=] medicine.
*** In "Take it Back!", you have a short time to activate Project Purity before it explodes, which ends the game regardless of whether ''Broken Steel'' is installed.
** ''VideoGame/FalloutNewVegas'' is full of ContinueYourMissionDammit, but one mission is timed by the scripted sequence; protecting the NCR president from assassination. Once figured out, it's trivially easy.
*** 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.
*** ''Dead Money'' has a timed escape at the end, with the [[TimeBomb detonation timer]] on the Courier's [[ExplosiveLeash bomb collar]] being triggered after they kill Elijah or seal him in the vault.
* ''VideoGame/LostOdyssey'' has two timed missions: one in which the party has twelve minutes (complete with timer) to escape a collapsing ocean platform, and one without a visible timer in which the party must defeat four giant monsters before any of them can reach the coastline and start ravaging the countryside.
* In ''VideoGame/TheMagicCandle'', the ''whole game'' is a Timed Mission. The all-powerful demon Dreax is going to escape his magical prison in 1000 days (the number's lower on harder difficulties). That's how long you have to fix the thing. Just one problem: between figuring out how it's done and getting the necessary supplies, you'll have to go pretty much everywhere in the world first.
* ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'':
*** All of the guild/noble/merchant missions are timed in days of travel. Some of the main quest missions are also timed, but, even then, the time limit is very liberal for average gameplay. And traveling "Recklessly" can help. As a whole, ''Daggerfall'' plays close attention to its own internal calendar.
*** The most annoying timed mission in the game occurs after you assist a maid from Castle Daggerfall and she sends you to a location in another city to meet a contact. The contact will only be there for one specified day! As if it wasn't bad enough, [[TheComputerIsALyingBastard the date the maid gives is wrong]] and the one in your personal journal should be trusted instead.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has one in the ''Bloodmoon'' expansion in the East Empire Company quest "Race Against the Clock." In it, you'll need to report one of your superiors within a strict time limit. That superior wants you to fail, and even sets a trap which devastates your Agility, Speed, and carrying capacity to slow you down. He may appear in one of three random locations as well, so even setting a Mark spell ahead of time may not help.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** A quest near the end of the main questline requires you to shut down the final Oblivion gate before a Doomsday machine of sorts gets through. Humorously, no matter how far back the machine is when you close the gate, it's always just about to get through when you get back out.
*** There's also the sidequest "A Brotherhood Betrayed", where [[spoiler:you have three days to track down and defeat a murderer disguised as a vampire hunter, or he'll escape Cyrodill to Morrowind.]]
* A glitch variant in the second ''[[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.
* ''VideoGame/FinalFantasyXII'''s optional [[SummonMagic Esper]] boss, Zalera, posits a unique scenario. You have to defeat him within five minutes, otherwise he will eject you from the battlefield and back to the last room. While this is annoying because he's invincible as long as he has {{Mooks}} around, it can also be helpful because the party is sent back to a Save Crystal, which restore all characters to perfect condition when touched. So, unless the battle ends in a total party wipe, the time limit isn't really much of a penalty.
* ''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.
* Subverted in ''VideoGame/MarvelUltimateAlliance.'' In Atlantis, you have to get a certain item back to Namorita within 2 minutes, which would be pretty much impossible, to the point that even the heroes complain that that isn't nearly enough time. She simply opens a portal back to her location.
* ''VideoGame/MassEffect1'' has a few timed objectives. However, they are designed so that most players will succeed with time to spare if they are even halfway competent. The exception is the race to reach the Conduit at the end of Ilos. Without a timer, the player would probably attempt to engage the geth armatures defending the Conduit. The timer forces the player to simply floor it, usually reaching the Conduit with around 10 seconds to spare. And you can fail with 10 seconds left if you lag, because it seems to be 40 REAL TIME seconds.
** The timers may be generous, but the very first Timed Mission requires you to find and disarm four detonators whose locations aren't highlighted on your map -- while fighting through catwalks full of geth with rocket launchers. It's easy-ish when you know where to look, not so much on your first playthrough.
** ''VideoGame/MassEffect2'' gives you another one in the form of [[spoiler:Legion]]'s loyalty quest. Regardless of whether you choose to [[spoiler:blow up the geth ship]] or [[spoiler:reprogram the heretics]], you get three minutes to escape or else you die.
*** 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]].
** ''VideoGame/MassEffect3'' has a few more. A few side missions have to be completed within three missions of getting them or they're failed, and one mission has a hidden timer, though it's very difficult to run the clock out on that one.
* ''VideoGame/DragonQuestVII'' has an unusual variation during Engow's Festival of Flame. The festival involves throwing torches into a volcano in honor of their God of Flame; however, if the ceremony is completed ''this'' time, it'll set off an eruption. Unable to prevent the festival from moving forward, the heroes must nagivate through the volcano's maze-like innards and make their way to the core; as you move between areas, the procession slowly advances... Get hopelessly lost and spend too much time wandering around, and the ceremony ''will'' finish, with unpleasant consequences.
* 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 (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.
* In ''VideoGame/PokemonXDGaleOfDarkness'', Battle [=CDs=] give you a Pokémon team and task you with defeating the opponent's Pokémon team; many of them also require you win within a certain number of moves. A good portion of ''these'' require you to figure out a [[LoopholeAbuse loophole]] to pull it off.
* Used twice in ''VideoGame/PokemonRanger: Shadows of Almia''. First, you have a few minutes to board an enemy cargo ship before it departs. Strangely enough, it's stealth-reliant, and if you get caught, the enemies (unaware that you're here to stop them) escort you back to the beginning, before resetting their timer due to delays you just caused. The second instance is on board that same cargo ship, in the more urgent situation of trying to stop the ship from sinking. You have to get to the flooded lower portions and force a removed valve back in place, or [[RocksFallEveryoneDies Ship Sinks Everyone Drowns]].
** It's used twice again in ''Pokemon Ranger: Guardian Signs'', under similar circumstances. You have two minutes to get onto a submarine that doubles as the Pokemon Pinchers' Base. Later, you have ten minutes to climb to the top of the now flooding submarine and open the hatch to free everyone before Sub Floods Everyone Drowns.
* Apparently in ''VideoGame/PokemonBlackAndWhite'', Black City / White Forest will be empty if you do not beat the Elite Four in 10 real-life days since the file was created. After that, you can only repopulate it by inviting {{NPC}}s from other copies of the same game.
** From the same game, the Poké Transfer Lab. To make things worse, you only get to take the Pokémon you catch in the minigame.
** The Royal Unova and the Abyssal Ruins are Timed Missions that are present in both this game and ''VideoGame/PokemonBlack2AndWhite2''. Fortunately, you can retry the first every day, and there's no limit to how many times you can retry the second.
* ''VideoGame/DragonSlayerJrRomancia'' had a 30-minute time limit for the entire game. This was removed in the significantly expanded NES version.
* ''VideoGame/SpaceRangers'' is an interesting example. While it does have the standard timed missions, both games sport a complex AI system that allows both [[TheAlliance the Coalition]] and [[TheEmpire the Klissans/Dominators]] to act independently from the player's actions. As such, while you're traversing the universe doing whatever, major battles are fought in the background. If the Coalition loses control of all sectors, you are automatically given an instant NonStandardGameOver, regardless of what you were doing beforehand.
* 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.
* ''VideoGame/StarControlII'' is a rather brutal example. [[spoiler:The whole game has a time limit, from the very beginning. The Kohr-Ah will destroy Earth after about five years from the date you start the game, with some exceptions.]] Worse yet, this time limit is only alluded to by one character, and the relevant dialog ''isn't even included in some versions''. This game has a lot of [[WideOpenSandbox sandbox]] elements, so it's easy to reach this time limit without realizing it.
* In ''VideoGame/MonsterHunter'', all quests are on a time limit, usually 50 minutes. 50 minutes is typically more than enough for story quests and if you're hunting with others, but multiplayer quests with particularly [[MarathonBoss durable]] or [[BossRush multiple]] monsters can take close to 50 minutes if you try to do them alone. Quests with "repel it" in the objective often have a shorter time limit of 30-35 minutes, but if you've dealt enough damage to the target or fulfilled some other condition (such as breaking off certain parts) when the time runs out, the monster will retreat and the quest will be counted as cleared. Finally, some quests, usually event quests, toy with the time limit; one quest in ''4 Ultimate'' tasks you with slaying a Chameleos in under ''15 minutes''.

[[folder:Shoot Em Up]]
* The old ''Prohibition'''s entire gameplay consists of shooting enemies before a set timer expires (said timer starts at 2 to 5 seconds depending on the enemy).
* ''VideoGame/{{Minubeat}}'' gives you 60 seconds, from start to finish, to get to the final boss ''and'' destroy him. Should you run out of time, your ship explodes.
* ''VideoGame/{{Einhander}}'' has the sixth mission where you have to destroy two rocket engines, or else you get a NonStandardGameOver. Failing to beat the FinalBoss within a hidden time limit causes it to finish you off with an unavoidable WaveMotionGun.
* ''[[VideoGame/ChoAniki Ai Cho Aniki]]'', instead of conventional VideoGameLives, has a series of hourglasses that slowly drain over the course of levels and even more when you die.
* ''[[VideoGame/{{Touhou}} Touhou Eiyashou ~ Imperishable Night]]'' is this as a whole: the game starts at 11:00, and adds time for every level/continue. If the clock reaches 5:00, you lose.
* The Sega CD ''Silpheed'', like ''Einhander'', forced you to beat the final boss within a hidden time limit or it would destroy with you a WaveMotionGun.
* ''VideoGame/{{Cloudphobia}}'' gives you three minutes to clear each stage or you get a GameOver. Stage 1's timer is {{Hand Wave}}d in the game's backstory, explaining that the enemy will launch reinforcements within 3 minutes, but the same explanation doesn't exactly hold for the remaining four stages.
* ''VideoGame/AlienSyndrome'' begins each stage with the announcement that "THE TIME BOMB HAS BEEN SET". From there, you have to rescue a minimum amount of comrades, run for the exit, and kill the boss before the bomb goes off with you caught in the blast.
* ''VideoGame/SineMora'' eschews a traditional LifeMeter and VideoGameLives in favor of a time limit. Shooting enemies gives you more time, and taking damage will take off extra seconds.
* ''VideoGame/{{Eschatos}}'' has Time Attack mode, where you have unlimited lives but run on a time limit. Completing a section early freezes the timer. Completing an area grants a variable amount of extra time, and getting a OneUp grants 15 seconds. Dying results in a 5-second penalty, on top of the time lost from waiting to respawn. Finally, once you clear the game, your remaining time is deducted from your total time.
* This is the purpose of "Caravan" modes in shoot-em-ups, primarily those by Creator/HudsonSoft such as the ''VideoGame/StarSoldier'' series. You have 2 minutes or 5 minutes to score as many points as you can. In 2-minute mode, you'll often only have time for the first section of the stage. In 5-minute mode, it is possible to complete the entire stage before time runs out.
** ''Summer Carnival '92 VideoGame/{{Recca}}'' has the standard 2-minute score attack, and a "Time Attack" mode where you must score 1 million points in less than five minutes.
** Doujinshi shoot-em-up ''[[http://hlc6502.web.fc2.com/Bbuster.htm Blade Buster]]'' actually gives you a bonus for finishing 5-minute mode early.
* The I/O Tower mission in Bally/Midway's ''{{VideoGame/TRON}}'' arcade game has a timer that runs down until you enter the tower. If you run out of time before that happens, you lose a life.
* Every boss in ''VideoGame/{{Ikaruga}}'' has a time limit, after which the boss either just kind of loses interest and flies away or mysteriously explodes, and you don't get the points for killing it. The FinalBoss actually ''requires'' the player to run down the clock by disabling their weapons and forcing them to dodge wave after wave of shots until time expires.

[[folder:Simulation Game]]
* 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.
* In ''VideoGame/AnimalCrossing: Wild World'', your neighbors will sometimes give you rigidly-defined time periods in which to deliver a letter or package to its recipient. Naturally, you don't have to return to them within this limit in order to succeed; merely deliver the package.
** ''City Folk'' brings this back, along with some animals who want to play hide and seek with you, giving you 10 minutes to find them and their friends.
** ''New Leaf'' still has the timed games of hide-and-seek, but villagers will merely give you until the end of the day to do delivery quests. You can also play a variety of timed mini-games on the tropical island for [[GlobalCurrencyException island medals]].
* 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.
** The final mission of ''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.
* 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 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.
** Not to mention the three other bosses in the game;
*** Sea Haven: Destroy the giant spider-tank before it reaches (and demolishes) Doc's lab.
*** Navajo Nation: damage the worm boss enough before it destroys a friendly Navajo zeppelin.
*** FinalBoss: destroy all the weak spots on Von Essen's giant tornado-making ship before he can tear apart Chicago.
* ''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.
* Most of the missions you get from stations in ''[[VideoGame/{{X}} X3: Terran Conflict]]'' have ridiculously short timers for no other reason than to make them harder. Hey Station Guy, if it's really that important to [[FetchQuest fetch]] your VendorTrash in under 11 minutes, go buy your own freighter. Bonus points for Station Guy not telling you how much cargo space said VendorTrash requires.
* Every single mission in ''VideoGame/ProjectSylpheed'' is this, but they don't bother to tell you that until the very final mission or some of the DLC missions. Adding insult to injury, the main missions of the game all have ten minute time limits regardless of difficulty, but the DLC missions give you ''thirty''.
* ''Videogame/{{Pilotwings}} 64''
** Most missions give you Time Points, which start decreasing after you exceed the time limit for the mission.
** One Hang Glider mission requires you to ascend as high as possible in 4 minutes.
** 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.
* In ''VideoGame/AirfixDogfighter'', a number of missions requires you to protect some friendly units before they are destroyed, or, in one case, retrieve a set of plans before they are burned.

[[folder:Sports Game]]
* Every mission in ''[[VideoGame/BackyardSports Backyard Skateboarding]]''.
* ''VideoGame/LegendOfSuccessJoe'' has a three-minute time limit for every stage.
* ''VideoGame/AceFishing'' has an optional side quest called the Time Attack Mission, where the player is tasked to catch 3 specific types of fish to earn gold.

[[folder:Stealth Based Game]]
* ''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.
* Two missions in a row give you this in ''VideoGame/AssassinsCreedBrotherhood''.
** 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.
** The mission right afterwards, you have to carry someone to a doctor before he's poisoned. There's no strict time limit, but his health meter sure is going down fast...
** Additionally, several (optional) full sync requirements make you complete a mission in a certain amount of time.
** Also, when you go out into Monteriggioni, you are given a timer. When it expires, you are ''[[CutsceneDrop magically teleported]]'' back to the base.
* ''VideoGame/AssassinsCreedII'' also had several timed missions.
** About half of the tombs have timers in them, requiring you to make various platform jumps in a short window. These missions are optional.
** Many side missions also have timed elements, especially courier missions.
** 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.
* The whole of ''Rescue: The Embassy Mission'' is timed, from 10 to 18 minutes depending on the difficulty.
* All the JBA Headquarters missions in ''[[VideoGame/SplinterCell Splinter Cell: Double Agent]]'' revolve around doing some task for the terrorists within a time limit as well as squeezing in any NSA tasks you can manage. You don't get a GameOver if time runs out, but once it does your JBA trust meter declines steadily until you get back to where you're expected to be.

[[folder:Survival Horror]]
* At the beginning of ''VideoGame/ProjectFirestart'', Jon has two hours to accomplish his objectives before his superiors are forced to detonate the ''Prometheus'' by remote control. Once Jon sets the self-destruct manually, he has 25 minutes to evacuate.
* Nearly every single game in the ''Franchise/ResidentEvil'' franchise has a self destruct sequence where you have to escape before the timer hits zero.
* 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 it's 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.

[[folder:Turn-Based Strategy]]
* Several scenarios in the campaign of ''TabletopGame/{{Warhammer 40000}}: Rites of War'' gave you a limited number of turns in which to accomplish your objectives. This was pretty reasonable, considering that the ultimate object of the game was to do away with the Hive Tyrant before it could summon the Hive Fleet.
* ''VideoGame/HeroesOfMightAndMagic V'' usually lets you TakeYourTime, but quite a few missions have time limits of one kind or another. In some cases you are running from an enemy or need to be at a place first, or the enemy forces a decisive battle at a certain time. The Dwarf campaign in ''Hammers of Fate'' is filled to the brim with time limits.
* All maps in ''Videogame/GenjuuRyodan'' must be cleared within 99 turns or it's game over.
* In ''VideoGame/TerraBattle'', Chapter 21-10 starts with the boss casting [[TimeDelayedDeath Death Sentence]] on your units. You then have 25 turns to complete the quest, including the proper boss battle at the end, before all of your units perish at once.
* ''VideoGame/FireEmblemFates'':
** Chapter 18 of ''Conquest'' requires beating Zola and 2 Generals within 20 turns to save the Hoshidan Royals.
** The mission of Chapter 6 of ''Revelation'' is to beat a commanding officer from both Hoshido and Nohr within 5 turns to distract the armies.
** There's no specific turn count, but Paralogue 9 still requires the payer to kill the boss before Asugi flees the map.
* ''VideoGame/XCOMEnemyUnknown''
** In bomb disposal missions, players have to disarm a plasma bomb primed to destroy a city. Deactivating power sources scattered around the map delays detonation.
** Two in the latter half of the "Operation Progeny" missions. First, players are tasked with rescuing a VIP on a dam that aliens have attacked before the dam collapses (opening release valves along the dam extends the time limit). Next, players are tasked with freeing three alien captives on a ship before the aliens can kill them.
* ''VideoGame/{{XCOM 2}}'' is chock-full of timed missions, from extracting a VIP to defusing bombs to destroying enemy data relays. Even missions without an explicit time limit have a lot of pressure to complete them ASAP (retaliation missions have civilians dying every turn, and data relay protection missions have the relay you need to protect under fire). The entire campaign, in and of itself, also qualifies: you are racing against the clock before the aliens complete Project Avatar, and if the timer to the project's completion reaches zero, GameOver! You can extend this time limit by completing story missions and sabotaging black sites.

[[folder:Wide-Open Sandbox]]
* In ''VideoGame/{{Starflight}}'', the goal is to discover the cause of stellar instability moving through the sector. If you take too much gametime to stop it, your home system's sun will flare and destroy your base. (You can still "win" after that point, but you'll have nowhere to resupply your ship or make repairs in the meantime, and it makes for a somewhat bittersweet victory.) Also, depending on when you're in a given system, you may be warned of the star's instability; if you don't leave in time, the resulting activity will destroy your ship.
* ''VideoGame/{{Shenmue}}'', [[http://www.penny-arcade.com/comic/2000/11/15/ as lampooned by]] ''Webcomic/PennyArcade''. If you spend too long doing these things, the guy you're up against does, in fact, come back for the other mirror and kill you, resulting in the bad ending. Thankfully, the game gives you ''way'' more time than you'll ever need, so you can take your time messing around and still beat the game, with time to spare. Just be careful to remember there ''is'' a time limit.
* ''VideoGame/WayOfTheSamurai'' has a somewhat persistent timing mechanic going that can be sped up sometimes and ignored at others, but generally speaking if you screw around you'll probably get roped into one of the crappy endings, most of which involve everyone kicking the bucket. Unless you quit early, the game ends on day 3.
* Most missions in ''VideoGame/{{STALKER}}'' have a time limit of a day. This can get fairly annoying when you have to cross several miles on foot to complete said mission while avoiding get shot, eaten or ripped apart.
* ''VideoGame/DeadRising'' is one 72 hour-long timed mission. There are also optional "Scoops" and story-centric "Case Files" that must be completed within their time limits. Whether you complete all the Case Files, and whether your at the helipad when the deadline comes, play a part in determining the ending you ultimately receive.
** Other games in the series have followed suit, but with their own caveats. ''VideoGame/DeadRising2'' retains the original 72 hour time limit, but if you pursue the best possible endings, the time limit will be extended by another twelve hours. In ''VideoGame/DeadRising3'', there is a seven day time limit in which to complete every story objective; going over results in a bad ending.