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** Similar happens during the end of ''MetalGearSolid''. Liquid sets up a bomb that goes off in three minutes, then talks about what Snake could sp0end that time doing, wasting thirty seconds of the time, and giving you just 2:30 to beat him. If you fail and die, then continue, or skip the cutscene, you get the full three minutes.

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** Similar happens during the end of ''MetalGearSolid''. Liquid sets up a bomb that goes off in three minutes, then talks about what Snake could sp0end spend that time doing, wasting thirty seconds of the time, and giving you just 2:30 to beat him. If you fail and die, then continue, or skip the cutscene, you get the full three minutes.
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** Ditto for the ''SilentScope'' series.
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* ''{{Persona}} 2: Innocent Sin'' has a bit where you have to defeat a boss, find a certain item and then escape a building before it explodes. This whole thing is on a timer which runs even while the menu's open, and you can't save during it.

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* ''{{Persona}} 2: ''VideoGame/{{Persona 2}}: Innocent Sin'' has a bit where you have to defeat a boss, find a certain item and then escape a building before it explodes. This whole thing is on a timer which runs even while the menu's open, and you can't save during it.
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* In ''VideoGame/DonkeyKong64'', the final stage, Hideout Helm, has you racing against the clock to shut down K. Rool's Blast-O-Matic before it fires and vaporizes DK Island. The timer ([[BackgroundMusicOverride and music]]) doesn't stop even when you're using a Tag Barrel to switch characters, or when you play a minigame (complete with introduction and explanation) to damage part of the Blast-O-Matic, or even during unskippable animations and scene transitions. The only thing that stops time is pausing the game outright.
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* In ''HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly. The Time Goddess also does this as [[VideoGameCrueltyPunishment punishment]] if you try to short-change her on the money she requests for a prayer.

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* In ''HalfMinuteHero'', ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly. The Time Goddess also does this as [[VideoGameCrueltyPunishment punishment]] if you try to short-change her on the money she requests for a prayer.
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It does.


** There is another unrelated, but very annoying example in the level {{Area 51}}: Infiltration. Immediately skipping the cutscene leads you to discover that the guards were walking in a real time game during the cutscene; you were just invisible. Just so happens skipping the opener right away has a guard already staring at you (At least in the 360 version, I'm not sure if this happens in the N64 version) with a sentry gun and two more guards just slightly to your right. So, to be safe, you get to watch the minute and a half or so cutscene all the way through every time you fail!

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** There is another unrelated, but very annoying example in the level {{Area 51}}: Infiltration. Immediately skipping the cutscene leads you to discover that the guards were walking in a real time game during the cutscene; you were just invisible. Just so happens skipping the opener right away has a guard already staring at you (At least in the 360 version, I'm not sure if this happens in the N64 version) with a sentry gun and two more guards just slightly to your right. So, to be safe, you get to watch the minute and a half or so cutscene all the way through every time you fail!

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namespace Fixed.+&


-->''And there's one more important piece of advice for you. So listen up! [[TropeNamer Time keeps on ticking]] [[OhCrap even as you are reading this message!]]''
-->- ''[[VideoGame/YoshisIsland Yoshi's Island]] DS'' Time Trial mode message box

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-->''And there's one more important piece of advice for you. So listen up! [[TropeNamer Time keeps on ticking]] [[OhCrap even as you are reading this message!]]''
message!]]''
-->- ''[[VideoGame/YoshisIsland Yoshi's Island]] ''VideoGame/YoshisIsland DS'' Time Trial mode message box



* ''VideoGame/WarioLand 1'' had the timer continue during the cut scene before the final boss, and ''Wario Land The Shake Dimension'' had it continue in the rather long cut scene between the two phases of the final boss battle.

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* * ''VideoGame/WarioLand 1'' had the timer continue during the cut scene before the final boss, and ''Wario Land The Shake Dimension'' had it continue in the rather long cut scene between the two phases of the final boss battle.



* ''ResidentEvil 4'', at least in the part with a timer.

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* ''ResidentEvil 4'', ''ResidentEvil4'', at least in the part with a timer. timer.



* Live action TV example: In ''[[DinnerImpossible Dinner: Impossible]]'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.

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* Live action TV example: In ''[[DinnerImpossible Dinner: Impossible]]'', ''DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook. cook.



* In the first ''BaldursGate'', the game would un-pause whenever you went into a character's inventory. The intent was to keep you from being able to do things like change armor during combat, but it was pretty frustrating when you forgot to, say, pre-equip a potion or arrows. This was fixed in the sequel; you were simply prohibited from changing armor during battle.
** Fortunately, you could start it as a multiplayer game even without other players joining to keep it from doing that.

to:

* In the first ''BaldursGate'', the game would un-pause whenever you went into a character's inventory. The intent was to keep you from being able to do things like change armor during combat, but it was pretty frustrating when you forgot to, say, pre-equip a potion or arrows. This was fixed in the sequel; you were simply prohibited from changing armor during battle.
battle.
** Fortunately, you could start it as a multiplayer game even without other players joining to keep it from doing that.



* During the big cutscene before the Volgin fight in ''MetalGearSolid 3'', Snake has just set the building up to explode. Volgin goes on a classic Metal Gear villain Motive Rant, but The Sorrow spends much of the cutscene holding up a timer to remind you of how long you have left. If you skip the cutscene, you'll have time from then to defeat Volgin with. In harder difficulty modes, there's a danger of the bomb actually going off during the cutscene and killing you unless you skip it early on.

to:

* During the big cutscene before the Volgin fight in ''MetalGearSolid 3'', Snake has just set the building up to explode. Volgin goes on a classic Metal Gear villain Motive Rant, but The Sorrow spends much of the cutscene holding up a timer to remind you of how long you have left. If you skip the cutscene, you'll have time from then to defeat Volgin with. In harder difficulty modes, there's a danger of the bomb actually going off during the cutscene and killing you unless you skip it early on.



* ''StarWars: Rogue Leader'' had this. Its sequel didn't.
* Another live TV example is ''[[TwentyFour 24]]''. This is quite telling when it's recut for non-American television and the commercials are missing (meaning 24 becomes about 18...)
* In ''DeadRising'', you have to talk to survivors before they join your party. There are a few painfully long conversations through which you have to mash the A button while the clock ticks down on other survivors in the mall.

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* ''StarWars: Rogue Leader'' had this. Its sequel didn't.
didn't.
* Another live TV example is ''[[TwentyFour ''[[Series/TwentyFour 24]]''. This is quite telling when it's recut for non-American television and the commercials are missing (meaning 24 becomes about 18...)
)
* In ''DeadRising'', you have to talk to survivors before they join your party. There are a few painfully long conversations through which you have to mash the A button while the clock ticks down on other survivors in the mall.



* An unusual form appeared in ''[[TwistedMetal Twisted Metal]] 2''. Pausing the game did not suspend projectiles in the air (notable exception: rolling ricochet bombs), so you could get hit by a missile and die on the pause screen! This worked both ways: if an enemy was about to dodge your shot, press pause and it freezes your target so you get an easy hit.

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* An unusual form appeared in ''[[TwistedMetal Twisted Metal]] ''TwistedMetal 2''. Pausing the game did not suspend projectiles in the air (notable exception: rolling ricochet bombs), so you could get hit by a missile and die on the pause screen! This worked both ways: if an enemy was about to dodge your shot, press pause and it freezes your target so you get an easy hit.



<<|AcceptableBreaksFromReality|>>
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** Also, early in the game you have to stop Ultros from dropping a weight on Celes, which he helpfully states it will take him five minutes to finish moving. Between your party and him is a walkway infested with rats, which trigger unescapable battles when touched. Even with high enough levels (which you really don't want because of the [[GuideDangIt Esper stat bonus you can't gain yet]]) and good equipment, you still have to figure out how to encounter as few enemies as possible to even make it to him.
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** Same for the {{self destruct mechanism}}s in previous games.

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** Same for the {{self destruct mechanism}}s in previous games. Luckily, the clock didn't start until a certain point and there was usually a generous amount of time since you were already at or near the final battle.
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** Same for the {{self destruct mechanism}}s in previous games.
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* Before the banquet in ''FinalFantasyVI'', you are given four minutes to talk to as many soldiers as possible. If you come across Kefka, he gets an extended conversation that uses up 20 seconds minimum.

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* Before the banquet in ''FinalFantasyVI'', you are given four minutes to talk to as many soldiers as possible. If you come across Kefka, he gets an extended conversation that uses up 20 seconds minimum. What's more, Kefka ''doesn't'' count as a soldier in the final talley - the only reason you're allowed to talk to him is as a trap to use up time.
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* Probably unintentional in ''WorldOfGoo'' where you have to watch an intro screen showing the name of each level, which cuts into the level play time; although this can be avoided by simply pressing retry immediately after starting which doesn't show the intro screen. (especially useful when you are on a level that needs to be done within a certain time limit to get full completion)

to:

* Probably unintentional in ''WorldOfGoo'' ''VideoGame/WorldOfGoo'' where you have to watch an intro screen showing the name of each level, which cuts into the level play time; although this can be avoided by simply pressing retry immediately after starting which doesn't show the intro screen. (especially useful when you are on a level that needs to be done within a certain time limit to get full completion)
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None


-->''And there's one more important piece of advice for you. So listen up! [[OhCrap Time keeps on ticking even as you are reading this message!]]''

to:

-->''And there's one more important piece of advice for you. So listen up! [[OhCrap [[TropeNamer Time keeps on ticking ticking]] [[OhCrap even as you are reading this message!]]''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Similar happens during the end of ''MetalGearSolid''. Liquid sets up a bomb that goes off in three minutes, then talks about what Snake could sp0end that time doing, wasting thirty seconds of the time, and giving you just 2:30 to beat him. If you fail and die, then continue, or skip the cutscene, you get the full three minutes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Okami}}'s timed missions allow you to pause the game with no benefit, but using the Celestial Brush (which freezes everything on screen) doesn't stop the clock. This is justified, though, since you are actually doing things with that time.

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* In Chapter 2 of ''VideoGame/PaperMarioTheThousandYearDoor'', after Lord Crump activates the self-destruct sequence in the Great Tree, the timer keeps ticking even while you're fighting the Mooks that get in your way. Heck, it even keeps going while the Puni elder is shouting at him. I haven't tested whether it pauses on the menu screens.
** Fortunately, it does pause. Not sure why you'd need the pause menu at this point, except maybe to heal yourself before the boss battle. [[spoiler:Hold on to your items; there's a Refresh Block next to the Save Block right before the battle.]]

to:

* In Chapter 2 of ''VideoGame/PaperMarioTheThousandYearDoor'', after Lord Crump activates the self-destruct sequence in the Great Tree, the timer keeps ticking even while you're fighting the Mooks that get in your way. Heck, it even keeps going while the Puni elder is shouting at him. I haven't tested whether it pauses on the menu screens.
**
Fortunately, it does pause. pause on the menu screens. Not sure why you'd need the pause menu at this point, though, except maybe to heal yourself before the boss battle. [[spoiler:Hold on to your items; there's a Refresh Block next to the Save Block right before the battle.]]

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* In the first ''BaldursGate'', the game would un-pause whenever you went into a character's inventory,, this was fixed in the sequel. Fortunately, you could start it as a multiplayer game even without other players joining to keep it from doing that.

to:

* In the first ''BaldursGate'', the game would un-pause whenever you went into a character's inventory,, this inventory. The intent was to keep you from being able to do things like change armor during combat, but it was pretty frustrating when you forgot to, say, pre-equip a potion or arrows. This was fixed in the sequel. Fortunately, sequel; you were simply prohibited from changing armor during battle.
**Fortunately,
you could start it as a multiplayer game even without other players joining to keep it from doing that.
Is there an issue? Send a MessageReason:
None


* ''WarioLand 1'' had the timer continue during the cut scene before the final boss, and ''Wario Land The Shake Dimension'' had it continue in the rather long cut scene between the two phases of the final boss battle.

to:

* ''WarioLand ''VideoGame/WarioLand 1'' had the timer continue during the cut scene before the final boss, and ''Wario Land The Shake Dimension'' had it continue in the rather long cut scene between the two phases of the final boss battle.
Is there an issue? Send a MessageReason:
None


-->- ''Yoshi's Island DS'' Time Trial mode message box

to:

-->- ''Yoshi's Island ''[[VideoGame/YoshisIsland Yoshi's Island]] DS'' Time Trial mode message box



* During timed comet challenges in ''SuperMarioGalaxy'', the timer doesn't stop until you touch the star at the end of the level (not, say, when you've collected the 100th purple coin), which leads to many a KaizoTrap for those who aren't paying attention. Thankfully this was removed in ''SuperMarioGalaxy2''... [[NintendoHard with the timer now stricter than ever.]]

to:

* During timed comet challenges in ''SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy'', the timer doesn't stop until you touch the star at the end of the level (not, say, when you've collected the 100th purple coin), which leads to many a KaizoTrap for those who aren't paying attention. Thankfully this was removed in ''SuperMarioGalaxy2''...''VideoGame/SuperMarioGalaxy2''... [[NintendoHard with the timer now stricter than ever.]]
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Added DiffLines:

* An unusual form appeared in ''[[TwistedMetal Twisted Metal]] 2''. Pausing the game did not suspend projectiles in the air (notable exception: rolling ricochet bombs), so you could get hit by a missile and die on the pause screen! This worked both ways: if an enemy was about to dodge your shot, press pause and it freezes your target so you get an easy hit.
Is there an issue? Send a MessageReason:
None


* Probably unintentional in "WorldOfGoo" where you have to watch an intro screen showing the name of each level, which cuts into the level play time; although this can be avoided by simply pressing retry immediately after starting which doesn't show the intro screen. (especially useful when you are on a level that needs to be done within a certain time limit to get full completion)

to:

* Probably unintentional in "WorldOfGoo" ''WorldOfGoo'' where you have to watch an intro screen showing the name of each level, which cuts into the level play time; although this can be avoided by simply pressing retry immediately after starting which doesn't show the intro screen. (especially useful when you are on a level that needs to be done within a certain time limit to get full completion)



* In ''HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly.

to:

* In ''HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly. The Time Goddess also does this as [[VideoGameCrueltyPunishment punishment]] if you try to short-change her on the money she requests for a prayer.
Is there an issue? Send a MessageReason:
None


* In Chapter 2 of ''PaperMario: The Thousand-Year Door'', after Lord Crump activates the self-destruct sequence in the Great Tree, the timer keeps ticking even while you're fighting the Mooks that get in your way. Heck, it even keeps going while the Puni elder is shouting at him. I haven't tested whether it pauses on the menu screens.

to:

* In Chapter 2 of ''PaperMario: The Thousand-Year Door'', ''VideoGame/PaperMarioTheThousandYearDoor'', after Lord Crump activates the self-destruct sequence in the Great Tree, the timer keeps ticking even while you're fighting the Mooks that get in your way. Heck, it even keeps going while the Puni elder is shouting at him. I haven't tested whether it pauses on the menu screens.
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None

Added DiffLines:

** In any of the Final Fantasy games with timers on them, the timer keeps running while you're in the menu screen, although you can stop it by pausing in battle.
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* In ''HalfMinuteHero'', Normal difficulty stops the clock inside towns. Hard mode does not, forcing the player to manage his time even more strictly.
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Added DiffLines:

* Generally the case for [[SpeedRun speed runs]] for games which have no "total play time" display and thus must be timed externally (or for games whose "total play time" display includes pausing, menus, and the like).
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* The NintendoHard BulletHell NES ShootEmUp ''{{Recca}}''. There's a time limit constantly counting down, if it reaches 0 it's GameOver and it still counts down even when the game was paused!
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* ''TimeCrisis 1'' had this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions depndent on skill]].
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-->''And there's one more important piece of advice for you. So listen up! Time keeps on ticking even as you are reading this message!''

to:

-->''And there's one more important piece of advice for you. So listen up! [[OhCrap Time keeps on ticking even as you are reading this message!'' message!]]''
Is there an issue? Send a MessageReason:
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** When escaping Dollet in ''FinalFantasyVIII'', the timer also ticks down while in the menu. You have 30 minutes to escape, though, so it's not a big deal... unless you're trying to get a SeeD ranking of 10.

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** When escaping Dollet in ''FinalFantasyVIII'', the timer also ticks down while in the menu. You have 30 minutes to escape, though, so it's not a big deal... unless you're trying to get a SeeD [=SeeD=] ranking of 10.
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** When escaping Dollet in ''FinalFantasyVIII'', the timer also ticks down while in the menu. You have 30 minutes to escape, though, so it's not a big deal... unless you're trying to get a SeeD ranking of 10.

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