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-> '''[[BrickJoke You finished the unabridged version!]]''' \\
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* ''Series/WhoWantsToBeAMillionaire'', under its classic rules, allowed contestants essentially unlimited time to answer questions, barring the hard limit of filming schedules. Given it was a multiple choice show where the answer is literally staring them in the face, this was divisive amongst viewers who either enjoyed the fairness of the game or criticized the series's slow pacing and teasing when final answers were locked, compared to a rapid-fire, direct responses only quiz show like ''{{Series/Jeopardy}}''. After some contestants essentially abused this and spent ''over 50 minutes on one question'' in some cases, the series changed the rules to implement 15-45 second timer for a long period. This was divisive however, as many of the fans of the show who stuck with it past the early peak of its popularity with Chris Tarrant in the original UK series, or past Regis Philbin's tenure in the US adaption, did so because the series was slow, and it failed to attract audiences of more rapid-fire shows like ''Jeopardy'' or ''[[{{Series/WeakestLink}} Weakest Link]]''. The revivals with Jeremy Clarkson and Jimmy Kimmel have reverted to a superficially unlimited time allowance for giving a final answer.

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* ''Series/WhoWantsToBeAMillionaire'', under its classic rules, allowed contestants essentially unlimited time to answer questions, barring the hard limit of filming schedules. Given it was a multiple choice show where the answer is literally staring them right in the face, front of them, this was divisive amongst viewers who either enjoyed the fairness of the game or criticized the series's slow pacing and teasing when final answers were locked, compared to a rapid-fire, direct responses only quiz show like ''{{Series/Jeopardy}}''. After some contestants essentially abused this and spent ''over 50 minutes on one question'' in some cases, the series changed the rules to implement 15-45 second timer for a long period. This was divisive however, as many of the fans of the show who stuck with it past the early peak of its popularity with Chris Tarrant in the original UK series, or past Regis Philbin's tenure in the US adaption, did so because the series was slow, and it failed to attract audiences of more rapid-fire shows like ''Jeopardy'' or ''[[{{Series/WeakestLink}} Weakest Link]]''. The revivals with Jeremy Clarkson and Jimmy Kimmel have reverted to a superficially unlimited time allowance for giving a final answer.
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!!Non-Videogame Examples:

[[foldercontrol]]
* ''Series/WhoWantsToBeAMillionaire'', under its classic rules, allowed contestants essentially unlimited time to answer questions, barring the hard limit of filming schedules. Given it was a multiple choice show where the answer is literally staring them in the face, this was divisive amongst viewers who either enjoyed the fairness of the game or criticized the series's slow pacing and teasing when final answers were locked, compared to a rapid-fire, direct responses only quiz show like ''{{Series/Jeopardy}}''. After some contestants essentially abused this and spent ''over 50 minutes on one question'' in some cases, the series changed the rules to implement 15-45 second timer for a long period. This was divisive however, as many of the fans of the show who stuck with it past the early peak of its popularity with Chris Tarrant in the original UK series, or past Regis Philbin's tenure in the US adaption, did so because the series was slow, and it failed to attract audiences of more rapid-fire shows like ''Jeopardy'' or ''[[{{Series/WeakestLink}} Weakest Link]]''. The revivals with Jeremy Clarkson and Jimmy Kimmel have reverted to a superficially unlimited time allowance for giving a final answer.
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In games with [[ScoringPoints scoring systems]], such a timer may be used to award the player a bonus for remaining time, [[SpeedrunReward encouraging fast play]] in a way that doesn't inflate the difficulty players who don't play for speed.

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In games with [[ScoringPoints scoring systems]], such a timer may be used to award the player a bonus for remaining time, [[SpeedrunReward encouraging fast play]] in a way that doesn't inflate the difficulty for players who don't play for speed.speed and just want to complete the objective at a slower and steadier pace.
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In games with [[ScoringPoints scoring systems]], such a timer may be used to award the player a bonus for remaining time, [[SpeedrunReward encouraging fast play]] in a way that doesn't inflate the difficulty players who don't play for speed.
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* ''VideoGame/BaldursGate'': Zigzagged. Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in 7-14-20 days (depending on if you recruit him in chapter 3, 2 or 1). Getting to the bandit camp from his location, High Edge, takes at most 2 days [note]technically travelling between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn, 36 if you pass through Peldvale[/note]. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear in chapter 2 before unlocking the camp for chapter 3. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, such as those near the mountains, travel times become long and you might run out of time if you forget about your quest. Luckily, characters will remind you when it is expiring.

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* ''VideoGame/BaldursGate'': Zigzagged. Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in 7-14-20 days (depending on if you recruit him in chapter 3, 2 or 1). Getting to the bandit camp from his location, High Edge, takes at most 2 days [note]technically [[note]]technically travelling between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn, 36 if you pass through Peldvale[/note].Peldvale[[/note]]. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear in chapter 2 before unlocking the camp for chapter 3. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, such as those near the mountains, travel times become long and you might run out of time if you forget about your quest. Luckily, characters will remind you when it is expiring.
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* ''VideoGame/BaldursGate'': Zigzagged. Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in 7-14-20 days (depending on if you recruit him in chapter 3, 2 or 1). Getting to the bandit camp from his location, High Edge, takes at most 2 days [[note:technically travelling between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn, 36 if you pass through Peldvale]]. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear in chapter 2 before unlocking the camp for chapter 3. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, such as those near the mountains, travel times become long and you might run out of time if you forget about your quest. Luckily, characters will remind you when it is expiring.

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* ''VideoGame/BaldursGate'': Zigzagged. Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in 7-14-20 days (depending on if you recruit him in chapter 3, 2 or 1). Getting to the bandit camp from his location, High Edge, takes at most 2 days [[note:technically [note]technically travelling between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn, 36 if you pass through Peldvale]].Peldvale[/note]. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear in chapter 2 before unlocking the camp for chapter 3. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, such as those near the mountains, travel times become long and you might run out of time if you forget about your quest. Luckily, characters will remind you when it is expiring.
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* ''VideoGame/BaldursGate'': Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in at least 7 (if you recruit him in chapter 3 when the camp becomes available) to at most 20 (if you recruit him in chapter 1) days. Getting to the bandit camp from his location, High Edge, takes at most 2 days, technically the direct travel between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear before unlocking the camp. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, travel times become long, making this trope zigzagged.

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* ''VideoGame/BaldursGate'': Zigzagged. Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in at least 7 (if 7-14-20 days (depending on if you recruit him in chapter 3 when the camp becomes available) to at most 20 (if you recruit him in chapter 1) days. 3, 2 or 1). Getting to the bandit camp from his location, High Edge, takes at most 2 days, technically the direct travel days [[note:technically travelling between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn. Inn, 36 if you pass through Peldvale]]. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear in chapter 2 before unlocking the camp.camp for chapter 3. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, such as those near the mountains, travel times become long, making this trope zigzagged.long and you might run out of time if you forget about your quest. Luckily, characters will remind you when it is expiring.
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None

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* ''VideoGame/BaldursGate'': Whenever there is a timed quest, it is always due in several in-game days, sometimes even weeks. For example, Kivan in the ''Enhanced Edition'' will ask you to kill Tazok in the bandit camp in at least 7 (if you recruit him in chapter 3 when the camp becomes available) to at most 20 (if you recruit him in chapter 1) days. Getting to the bandit camp from his location, High Edge, takes at most 2 days, technically the direct travel between the two areas only takes 28 hours passing through the site north of the Friendly Arm Inn. The same time is roughly required to get from High Edge to the Nashkel Mines, which you need to clear before unlocking the camp. You have plenty of time to do anything else in-between. However, if you go exploring wilderness areas far from the main road, travel times become long, making this trope zigzagged.

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Removing redundancy.


* The classic ''Franchise/SonicTheHedgehog'' games required you to get through each level in every zone in 10 minutes or less, which is easily double what even the least experienced player would require, if not more (assuming that badniks or hazards don't do the job first). The timer actually counts ''up'' from zero and gives no indication that anything will happen when you reach ten minutes, unlike the ''Mario'' games, with ''far'' less generous timers that count ''down'' to zero.

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* The classic ''Franchise/SonicTheHedgehog'' games required you to get through each level in every zone in 10 minutes or less, which is easily double what even the least experienced player would require, if not more (assuming that badniks or hazards don't do the job first). The A few acts avert this hard, however (Carnival Night Zone Act 2 and Sandopolis Zone from ''Sonic 3 & Knuckles'' being the most infamous). In addition, the timer actually counts ''up'' from zero and gives no indication that anything will happen when you reach ten minutes, unlike the ''Mario'' games, with ''far'' less generous timers that count ''down'' to zero.



** In most of the classic Sonic games this played straight, with 10:00 being the time limit and most acts taking 2-4 minutes at most. A few levels avert this hard, however (Carnival Night act 2 and Sandopolis act 1-2 from Sonic 3 and Knuckles being the most infamous)

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* ''VideoGame/AsterixAndTheGreatRescue'''s first level has a time limit of 3 minutes, but it's a very simple level with few enemies that can be beaten in far less than that time. The ''rest'' of the levels, on the other hand, are a marked {{aversion}}, and often require every second on the timer to get through, especially on Hard.



* ''VideoGame/{{Minesweeper}}'' has a timer. When it reaches 999, nothing actually happens. To quote the RealTrailerFakeMovie:

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* ''VideoGame/{{Minesweeper}}'' has a timer. When it reaches 999, nothing actually happens. To quote the RealTrailerFakeMovie:RealTrailerFakeMovie by ''Website/CollegeHumor'':

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[[folder:Survivor Horror]]
* ''VideoGame/ResidentEvil2'' gives you five minutes at the end of Scenario A to beat the mutated William Birkin. The timer starts as soon as you enter the elevator room and the fight starts right after you press the button to call the elevator, which gives you more than enough time to beat Birkin. The same five minute timer also plays out at the end of Scenario B and even though you will run down the clock a bit more due to having to travel all over the place to reach the next room, fight Mr. X, and power on the escape train, you won't ever come close to running out the clock. Birkin also shows up at the very end of Scenario B as a PostFinalBoss and you're given two minutes to beat him, which is still plenty of time to do so since it won't take you more than a minute to put him down, even if you don't use the rocket launcher you obtained previously.
* At the end of ''VideoGame/ResidentEvil3Nemesis'', a missile is launched and will hit Raccoon City. Although there's no actual timer to measure how much time you have left, it takes a good five minutes or so for the missile to arrive. It takes only a minute or so to beat Nemesis for the final time.
* ''VideoGame/ResidentEvil2Remake'' gives you ten minutes to escape at the end of the game, which is double the time limit that was present in the original game. This is due to your character having to go through a few rooms first before reaching the train and being forced to fight their respective boss enemies. Regardless, ten minutes is ''very'' generous since the bosses don't take long to defeat.
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* The classic ''Franchise/SonicTheHedgehog'' games required you to get through each level in every zone in 10 minutes or less, which is easily double what even the least experienced player would require, if not more (assuming that badniks or hazards don't do the job first). The timer actually counts ''up'' to zero and gives no indication that anything will happen when you reach ten minutes, unlike the ''Mario'' games, with ''far'' less generous timers that count ''down'' to zero.

to:

* The classic ''Franchise/SonicTheHedgehog'' games required you to get through each level in every zone in 10 minutes or less, which is easily double what even the least experienced player would require, if not more (assuming that badniks or hazards don't do the job first). The timer actually counts ''up'' to from zero and gives no indication that anything will happen when you reach ten minutes, unlike the ''Mario'' games, with ''far'' less generous timers that count ''down'' to zero.
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None

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* The classic ''Franchise/SonicTheHedgehog'' games required you to get through each level in every zone in 10 minutes or less, which is easily double what even the least experienced player would require, if not more (assuming that badniks or hazards don't do the job first). The timer actually counts ''up'' to zero and gives no indication that anything will happen when you reach ten minutes, unlike the ''Mario'' games, with ''far'' less generous timers that count ''down'' to zero.

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* ''VideoGame/FinalFantasyVIII'': The first mission Squall takes can have a time limit of up to 40 minutes but can easily be completed in 8 or less.
** Subtly subverted. You are advised to "Select a time limit. Choose one suited to your abilities. Challenging yet reasonable." The game never makes it obvious but the mission is considered part of an exam, and your marks are higher the less time you have remaining when you finish it, regardless of the time limit you chose. Beat the boss with under 7 seconds to spare for top marks.

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* ''VideoGame/FinalFantasyVIII'': The first mission Squall takes can have a time limit of up to 40 minutes but can easily be completed in 8 or less.
** Subtly subverted.
less. You are advised to "Select a time limit. Choose one suited to your abilities. Challenging yet reasonable." The game never makes it obvious but the mission is considered part of an exam, and your marks are higher the less time you have remaining when you finish it, regardless of the time limit you chose. Beat the boss with under 7 seconds to spare for top marks.



* ''VideoGame/MonsterHunter'' games traditionally give the player a 50-minute time limit for most quests. Whether the time limit is trope tends to vary; on offline single-player quests and when hunting online with a full party, quests are often over before the timer is even halfway depleted, taking maybe 10-15 minutes tops. However, should a player decide to solo a quest tailored for multiplayer, the player may find themselves in a legitimate race against the clock, especially if they choose to take on an endgame-tier monster.

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* ''VideoGame/MonsterHunter'' games traditionally give the player a 50-minute time limit for most quests. Whether the time limit is trope generous or not tends to vary; on offline single-player quests and when hunting online with a full party, quests are often over before the timer is even halfway depleted, taking maybe 10-15 minutes tops. However, should a player decide to solo a quest tailored for multiplayer, the player may find themselves in a legitimate race against the clock, especially if they choose to take on an endgame-tier monster.

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* The Speedy Comets in ''VideoGame/SuperMarioGalaxy'' generally give far more time than even the least experienced player would need. The intense music and ominous red filter over the screen suggest urgency, but the player can often let Mario sleep for a few minutes before grabbing the Star. Unsurprisingly, [[VideoGame/SuperMarioGalaxy2 the sequel]] would rework these particular comets to be more difficult.

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* In ''VideoGame/SuperMarioGalaxy'', both ray surfing minigames kill you after 3 minutes have passed and you haven't completed a lap yet. Even in the first one near the beginning of the game, players can easily do it in half that time and falling off the very narrow track is the main threat. This also applies to both Boo races, but the Boo always completes the course in about a minute and you're killed for losing anyway.
**
The Speedy Comets in ''VideoGame/SuperMarioGalaxy'' the same game generally give far more time than even the least experienced player would need. The intense music and ominous red filter over the screen suggest urgency, but the player can often let Mario sleep for a few minutes before grabbing the Star. Unsurprisingly, [[VideoGame/SuperMarioGalaxy2 the sequel]] would rework these particular comets to be more difficult.difficult.
** "Topman Tribe Speed Run" and "Luigi's Purple Coins" are notable cases. In the former, you're given six minutes to do a level that can be done in under three, and in the latter, you're given three minutes to complete a level where the ground vanishes under your feet (and can be done in two minutes).
* In ''VideoGame/SuperMario3DWorld'', apart from the levels with 30 or 100 units on the timer, most of the levels' time limits are absurdly long for the levels' lengths. Some of them even give you ''more'' time with green clocks.
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** Subtly subverted. You are advised to "Select a time limit. Choose one suited to your abilities. Challenging yet reasonable." The game never makes it obvious but the mission is considered part of an exam, and your marks are higher the less time you have remaining when you finish it, regardless of the time limit you chose. Beat the boss with under 7 seconds to spare for top marks.
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* The ''VideoGame/JapaneseRailSim'' series features time limits, but they are at least a couple of minutes longer than your scheduled arrival times.
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* ''VideoGame/{{Tyranny}}'''s first mission can become an example through LoopholeAbuse. The [[PlayerCharacter Fatebinder]] must read a powerful spell called an Edict of [[EvilOverlord Kyros]] that will kill everything in the valley, Kyros' forces and hostiles alike, on Kyros' Day of Swords. However, that is a specific day in the in-game calendar. If Kyros' Day of Swords has already passed when the Edict is read, the Fatebinder may have up to a full year to complete the mission which can take about two days if they drag their feet.
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* Happens in one crucial point in ''VideoGame/{{Iconoclasts}}'': [[spoiler:Robin and Royal must escape a decompressing base on the moon after their messy run-in with the Starworm, and unfortunately said encounter has left Royal a catatonic deadweight. You are given three and a half minutes to escape, which is ''far more than you need''... except that no matter how much you try, you can ''not'' bring Royal because of a barrier that requires you to leave him behind to his doom, making this time limit more of a psychological torture of trying to find a way to save him and failing.]]

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* Happens in one crucial point in ''VideoGame/{{Iconoclasts}}'': [[spoiler:Robin and Royal must escape a decompressing base on the moon after their messy run-in with the Starworm, and which unfortunately said encounter has left had Royal be subjected to MindRape and left him in a catatonic deadweight. near-catatonic state, either unable or merely un''willing'' to do anything except lament his failures and beg for death. Robin picks him up and carries him with her anyway. After all, the doors in the base only open for him, so she wouldn't be able to escape without him... and then you get to the door, and discover that the force of all the air in the base being sucked out into the vacuum of space has ripped the scanner panel off the wall. It's still hanging on by its wires and fully functional, but is now much too far away from the door to allow Royal to go through it, since he has to be near the panel for the door to open, and it automatically closes once he's out of range. You are given three and a half minutes to escape, escape the base, which is ''far ''far'' more than you need''... except that no matter how much you try, you can ''not'' bring Royal because of a barrier that requires need, which naturally leads you to leave him behind to his doom, making this time limit more of a psychological torture of trying to find a think there must be some way to save him him, so you spend that extra time trying everything you can possibly think of, without success. You give up and failing.]]escape on your own. After landing safely back on the planet, Robin slumps against the escape pod and breaks down crying, and you realize that the reason the time limit was so long [[PlayerPunch wasn't to be generous]]]].
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* Happens in one crucial point in ''VideoGame/Iconoclasts'': [[spoiler:Robin and Royal must escape a decompressing base on the moon after their messy run-in with the Starworm, and unfortunately said encounter has left Royal a catatonic deadweight. You are given three and a half minutes to escape, which is ''far more than you need''... except that no matter how much you try, you can ''not'' bring Royal because of a barrier that requires you to leave him behind to his doom, making this time limit more of a psychological torture of trying to find a way to save him and failing.]]

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* Happens in one crucial point in ''VideoGame/Iconoclasts'': ''VideoGame/{{Iconoclasts}}'': [[spoiler:Robin and Royal must escape a decompressing base on the moon after their messy run-in with the Starworm, and unfortunately said encounter has left Royal a catatonic deadweight. You are given three and a half minutes to escape, which is ''far more than you need''... except that no matter how much you try, you can ''not'' bring Royal because of a barrier that requires you to leave him behind to his doom, making this time limit more of a psychological torture of trying to find a way to save him and failing.]]
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* Happens in one crucial point in ''VideoGame/Iconoclasts'': [[spoiler:Robin and Royal must escape a decompressing base on the moon after their messy run-in with the Starworm, and unfortunately said encounter has left Royal a catatonic deadweight. You are given three and a half minutes to escape, which is ''far more than you need''... except that no matter how much you try, you can ''not'' bring Royal because of a barrier that requires you to leave him behind to his doom, making this time limit more of a psychological torture of trying to find a way to save him and failing.]]
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* ''VideoGame/MassEffect2: Arrival'' becomes a timed mission after a certain point, with 90 minutes to complete the mission before the Reapers arrive. Unless you deliberately run out the timer to see what happens, it's not a concern.

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* ''VideoGame/MassEffect2: Arrival'' becomes a timed mission after a certain point, with 90 minutes to complete the mission before the Reapers arrive. Unless you deliberately run out the timer to see what happens, it's not a concern. That said, parts of the mission cut to certain time intervals until you reach the finale, where you can't relax anymore.
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* ''VideoGame/TheSpongeBobSquarePantsMovie'' tie-in game has time challenges on each of the driving and sliding stages, with timers so generous that you'll finish each one with several minutes to spare. In the later levels, you're far more likely to die from the obstacles on the track than you are to come anywhere close to running out of time. The Macho time challenges afterwards, however, are quite a bit harder.

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* ''VideoGame/TheSpongeBobSquarePantsMovie'' tie-in game ''VideoGame/TheSpongeBobMovieGame'' has two time challenges on for each of the driving and sliding stages, with regular time challenges and “Macho” time challenges. The regular time challenges have timers so generous that you'll you're likely to finish each one with several minutes to spare. In the later levels, spare, and you're far more likely to die from the obstacles on the track than you are to come anywhere close to running out of time. The Macho time challenges afterwards, challenges, however, are quite a bit harder.
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* ''VideoGame/TheSpongeBobSquarePantsMovie'' tie-in game has time challenges on each of the driving and sliding stages, with timers so generous that you'll finish each one with several minutes to spare. In the later levels, you're far more likely to die from the obstacles on the track than you are to come anywhere close to running out of time. The Macho time challenges afterwards, however, are quite a bit harder.
* The Speedy Comets in ''VideoGame/SuperMarioGalaxy'' generally give far more time than even the least experienced player would need. The intense music and ominous red filter over the screen suggest urgency, but the player can often let Mario sleep for a few minutes before grabbing the Star. Unsurprisingly, [[VideoGame/SuperMarioGalaxy2 the sequel]] would rework these particular comets to be more difficult.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LeisureSuitLarry1InTheLandOfTheLoungeLizards'' technically has a time limit, but it is ''eight hours'' and a midgame event will cancel it. Again, restoring an earlier save also restores the clock. The game doesn't even tell the player that there's a time limit, so you'd basically need to open the source code to find out. Specifically, the game starts at 10 PM, and if the main character is still a virgin at 6 AM, he'll kill himself.

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* ''VideoGame/LeisureSuitLarry1InTheLandOfTheLoungeLizards'' technically has a time limit, but it is ''eight hours'' and a midgame event will cancel it. Again, restoring an earlier save also restores the clock. The game doesn't even tell the player that there's a time limit, so you'd basically need to open the source code to find out. Specifically, the game starts at 10 PM, and if the main character is still a virgin at 6 AM, he'll kill himself.
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* ''VideoGame/MonsterHunter'' games traditionally give the player a 50-minute time limit for most quests. Whether the time limit is trope tends to vary; on offline single-player quests and when hunting online with a full party, quests are often over before the timer is even halfway depleted, taking maybe 10-15 minutes tops. However, should a player decide to solo a quest tailored for multiplayer, the player may find themselves in a legitimate race against the clock, especially if they choose to take on an endgame-tier monster.
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Added DiffLines:

[[folder:Shoot-Em-Ups]]
* ''Summer Carnival '92 VideoGame/{{Recca}}'' has a one-hour time limit for the main mode of the game, although a good player can beat the game in about 25 minutes. Justified, as the game was made for an event, and [[TimeKeepsOnTicking the timer keeps ticking even if the game is paused]]. However, averted with Hard mode, which is longer and most players take 50 minutes to complete it, meaning that it is possible for someone to take too long on the bosses, or run out of time because they paused to take too long of a break.
[[/folder]]

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