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* At least one team lost on the 2021 relaunch of ''Series/LegendsOfTheHiddenTemple'' because of a MythologyGag where Kirk Fogg showed up to cheer them on... with the timer still running while he forced them to stop for his cameo.
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Sometimes a game timer continues going through events that in all fairness should not be affected by it, like cutscenes, an in-game notice, going through the inventory or even saving the game. This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.

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Sometimes a game timer continues going through events that in all fairness should not be affected by it, like cutscenes, an in-game notice, going through the inventory or even saving the game.your progress. This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.
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* ''VideoGame/{{Metroid}}'' games generally keep the timers of their (frequent) timed missions going during elevators and cutscenes, but generally not when you pause.

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* ''VideoGame/{{Metroid}}'' games generally keep the timers of their (frequent) timed missions going during elevators and cutscenes, but generally not thankfully freezes the timer when you pause.pause the game.

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Examples Are Not General. And this one was misindented anyway


* ''VideoGame/ResidentEvil4'', at least in the part with a timer.
** 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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* ''VideoGame/ResidentEvil4'', at least in ''VideoGame/ResidentEvil4'': During the part with a timer.
** Same for
EscapeSequence after Saddler's defeat, the {{self destruct mechanism}}s in previous games. Luckily, timer will continue depleting even during cutscenes. It makes Ashley's panic over learning about 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 incoming island explosion all the final battle.more reasonable.
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Sometimes a game timer continues going through events that in all fairness should not be affected by it, like cutscenes, an in-game notice or going through the inventory or saving the game. This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.

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Sometimes a game timer continues going through events that in all fairness should not be affected by it, like cutscenes, an in-game notice or notice, going through the inventory or even saving the game. This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.
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* In ''VideoGame/AnimalCrossing: Wild World'', when a villager gives you a package and a specific time limit for delivery, he means that amount of time. The games do run in real time, after all.

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* In ''VideoGame/AnimalCrossing: Wild World'', ''VideoGame/AnimalCrossingWildWorld'', when a villager gives you a package and a specific time limit for delivery, he means that amount of time. The games do run in real time, after all.



* In ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns, but if you try to turn back time without having the money to pay for it (the cost of which increases every time you use it), the Time Goddess, in addition to taking all of your equipment, stops messing with time to help you - no more rewinds, the clock runs normally in towns - making this a DesperationMove. On Hard, time ''never'' stops.

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* In ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns, but if you try to turn back time without having the money to pay for it (the cost of which increases every time you use it), the Time Goddess, in addition to taking all of your equipment, stops messing with time to help you - no more rewinds, the clock runs normally in towns - making this a DesperationMove.DesperationAttack. On Hard, time ''never'' stops.



* ''VideoGame/{{Metroid}}'' games generally keep the timers of their (frequent) timed missions going during elevators and cut-scenes, but generally not when you pause.

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* ''VideoGame/{{Metroid}}'' games generally keep the timers of their (frequent) timed missions going during elevators and cut-scenes, cutscenes, but generally not when you pause.



* 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). Tool-Assisted Speedruns almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of ''Super Mario Bros 3'' varies wildly (by [=TAS=] standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.

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* 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). Tool-Assisted Speedruns almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of ''Super Mario Bros 3'' ''VideoGame/SuperMarioBros3'' varies wildly (by [=TAS=] TAS standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.



* ''VideoGame/SuperSmashBros'' ''Brawl'' and ''Melee'' have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.

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* ''VideoGame/SuperSmashBros'' ''Brawl'' ''VideoGame/SuperSmashBrosMelee'' and ''Melee'' ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.



** However, the clock does not keep running during interactive cutscenes, aka "action events", where the right key must be pressed at tright time during the cutscene.

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** However, the clock does not keep running during interactive cutscenes, aka "action events", where the right key must be pressed at tright the right time during the cutscene.



* ''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 ''VideoGame/WarioLandSuperMarioLand3'' has the timer continue during the cut scene before the final boss, and ''Wario Land The Shake Dimension'' had ''VideoGame/WarioLandShakeIt'' has it continue in the rather long cut scene cutscene between the two phases of the final boss battle.



* ''Yoshi's Island DS'', the TropeNamer, actually mocks the player with this in Time Trial mode, with the message boxes being replaced by taunts saying things like "Lost time!"

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* ''Yoshi's Island DS'', ''VideoGame/YoshisIslandDS'', the TropeNamer, actually mocks the player with this in Time Trial mode, with the message boxes being replaced by taunts saying things like "Lost time!"
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Sometimes a game timer continues going through events that in all fairness should not be affected by it, like cutscenes or going through the inventory or saving the game. This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.

to:

Sometimes a game timer continues going through events that in all fairness should not be affected by it, like cutscenes cutscenes, an in-game notice or going through the inventory or saving the game. This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.
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[[quoteright:350:[[VideoGame/YoshisIslandDS https://static.tvtropes.org/pmwiki/pub/images/yoshidsmessageclock2.png]]]]

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* ''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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* ''VideoGame/{{Persona}}'':
**
''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.it.
** ''VideoGame/Persona5'' has this as a recurring mechanic through the fifth palace. At first, you have to stop hydraulic presses so that you can walk across them. These have a 30 second timer, which will count down even if you get into a battle or open a dialogue box. At the end, an emergency countdown is begun so the boss has time to evacuate. This counts down continuously for 10 minutes, and if you do any battles, the timer will cut into them. The boss itself is timed for 30 minutes, with the counter continuing during attack animations, status buffs, choosing skills, and switching Personas.
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May require you to possess a BladderOfSteel.

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May require you to possess a BladderOfSteel.
BladderOfSteel. Not to be confused with SanDimasTime.
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* This was one of the main attractions of ''WebVideo/UnusAnnus''. No matter how long it takes you to watch all 365 videos, the channel will be deleted in its entirety [[RetGone a year after it was created]][[note]]November 13-14, 2020, dependiing on your time zone[[/note]]. If you missed out prior to that, [[TemporaryOnlineContent tough luck]].
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* ''VideoGame/FinalFantasyVIII'' has more than one TimedBoss, with the timer extending a bit before the boss fight. These timers continue while in the party status menu. In case of Ifrit, it also continues through the post-battle info screen and GF naming screen which can be exploited to maximize the initial [=SeeD=] rank. In case of [=BGH251F2=], the timer does pause in cutscenes where the party is on-screen, but not in the off-screen sequences.
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* ''VideoGame/SonicForces'' is one of the few Franchise/SonicTheHedgehog games in which the timer continues to run during cutscenes in the middle of stages, though it isn't always consistent. This is important to know when playing {{Timed Mission}}s. Boss battles are particularly susceptible to this, as every boss fight has both a cutscene introducing the boss and another cutscene for the final blow; it's very much possible to go over the time limit in the midst of a cutscene because in some boss battles, the timer stops only when the last cutscene ends.
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* In the second season of GSN's ''Series/{{Hellevator}}'', once your time in the Inferno Run starts, it does not stop, even when you're between challenges putting your winnings into the bag provided, freeing your teammates from the Inferno cell, or making your way back to the Hellevator.
* The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.

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* In the second season of GSN's ''Series/{{Hellevator}}'', once your time in the Inferno Run starts, it does not stop, even when you're between challenges putting your winnings into the bag provided, listening to the rules of the challenge, freeing your teammates from the Inferno cell, or making your way back to the Hellevator.
* The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there slowly'' (it was noted on a strict time limit, few occasions that each question chewed up six seconds of the player's time. The player had a total of 90 seconds, which didn't stop while the question was being asked.
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* When ''Series/WhoWantsToBeAMillionaire'' had the clock format in 2008-2010, the time started counting down when the answers were displayed on screen. Since the limit for the first question was a mere 15 seconds, this resulted in a handful of instances where the contestant almost ran out of time because reactions to the joke D answers.

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* When ''Series/WhoWantsToBeAMillionaire'' had the clock format in 2008-2010, the time started counting down when the answers were displayed on screen. Since the limit for the first question was a mere 15 seconds, this resulted in a handful of instances where the contestant almost ran out of time because of reactions to the joke D answers.

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* In the second season of GSN's ''Series/{{Hellevator}}'', once your time in the Inferno Run starts, it does not stop, even when you're between challenges putting your winnings into the bag provided, freeing your teammates from the Inferno cell, or making your way back to the Hellevator.



* In the second season of GSN's ''Series/{{Hellevator}}'', once your time in the Inferno Run starts, it does not stop, even when you're between challenges putting your winnings into the bag provided, freeing your teammates from the Inferno cell, or making your way back to the Hellevator.

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* In When ''Series/WhoWantsToBeAMillionaire'' had the second season of GSN's ''Series/{{Hellevator}}'', once your clock format in 2008-2010, the time in the Inferno Run starts, it does not stop, even started counting down when you're between challenges putting your winnings into the bag provided, freeing your teammates from answers were displayed on screen. Since the Inferno cell, or making your way back limit for the first question was a mere 15 seconds, this resulted in a handful of instances where the contestant almost ran out of time because reactions to the Hellevator.joke D answers.
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-->-- ''VideoGame/YoshisIsland DS'' Time Trial mode message box

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-->-- ''VideoGame/YoshisIsland DS'' ''VideoGame/YoshisIslandDS'' Time Trial mode message box

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So, you've just beaten a LoadBearingBoss, and are escaping from the CollapsingLair. Or you're on a timed mission and need to beat a certain level before the timer runs out and your character inexplicably dies for no apparent reason. You keep going, and come across another character, beginning a cut scene...

Hey, why's the timer still going? Why is it still counting down even though I'm stuck listening to this loud mouth going on a long philosophical MotiveRant? Heck, did I just ''die'' [[KaizoTrap in the cut scene?]]

As can be seen above, this is simply when the timer continues going through events that in all fairness should not be affected by it. Examples include during cut scenes and other periods where the player's control over the character is removed, to the point where they can die without any way of preventing it, or when going through the inventory or saving the game. A possible sub trope of FakeDifficulty, as this is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.

If it happens while you're paused, it could also be a BladderOfSteel.

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So, you've just beaten Sometimes a LoadBearingBoss, and are escaping from the CollapsingLair. Or you're on a timed mission and need to beat a certain level before the timer runs out and your character inexplicably dies for no apparent reason. You keep going, and come across another character, beginning a cut scene...

Hey, why's the timer still going? Why is it still counting down even though I'm stuck listening to this loud mouth going on a long philosophical MotiveRant? Heck, did I just ''die'' [[KaizoTrap in the cut scene?]]

As can be seen above, this is simply when the
game timer continues going through events that in all fairness should not be affected by it. Examples include during cut scenes and other periods where the player's control over the character is removed, to the point where they can die without any way of preventing it, like cutscenes or when going through the inventory or saving the game. A possible sub trope of FakeDifficulty, as this This is one of those things that averts a common and rather beneficial [[AcceptableBreaksFromReality Acceptable Break from Reality]]. Sometimes, it's PlayedForLaughs.

If it happens while you're paused, it could also be May require you to possess a BladderOfSteel.



* Before the banquet in ''VideoGame/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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* Before the banquet in ''VideoGame/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 - tally -- the only reason you're allowed to talk to him is as a trap to use up time.



* ''VideoGame/PerfectDark'' has a level that does the opposite - to get a cheat, you have to do it in a certain time, but there is a part where you are forced to wait for a door to unlock that takes nearly half that time. If you start the lock and then start a cutscene, the door keeps unlocking but the level timer pauses.

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* ''VideoGame/PerfectDark'' has a level that does the opposite - -- to get a cheat, you have to do it in a certain time, but there is a part where you are forced to wait for a door to unlock that takes nearly half that time. If you start the lock and then start a cutscene, the door keeps unlocking but the level timer pauses.



* 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).
** UpToEleven in Tool-Assisted Speedruns, which almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of Super Mario Bros 3 varies wildly (by [=TAS=] standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.

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* 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).
** UpToEleven in
like). Tool-Assisted Speedruns, which Speedruns almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of Super ''Super Mario Bros 3 3'' varies wildly (by [=TAS=] standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.



* An unusual form appeared in ''VideoGame/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.

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* An unusual form appeared in In ''VideoGame/TwistedMetal 2''. Pausing 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.



* Probably unintentional in ''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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* Probably unintentional in ''VideoGame/WorldOfGoo'' where you have to watch has an intro screen showing the name of each level, 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)completion.)
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* ''VideoGame/TimeCrisis 1'' is a similar case to ''SilentScope'' above. Successive games reset the timer and keep it locked until the "ACTION" prompt shows up.

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* ''VideoGame/TimeCrisis 1'' is a similar case to ''SilentScope'' ''VideoGame/SilentScope'' above. Successive games reset the timer and keep it locked until the "ACTION" prompt shows up.
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* The ''SilentScope'' series has this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]].

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* The ''SilentScope'' ''VideoGame/SilentScope'' series has this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent 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!''
-->- ''VideoGame/YoshisIsland DS'' Time Trial mode message box

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-->''And ->''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!''
-->- -->-- ''VideoGame/YoshisIsland DS'' Time Trial mode message box
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* In the second season of GSN's ''Series/{{Hellevator}}'', once your time in the Inferno Run starts, it does not stop, even when you're between challenges putting your winnings into the bag provided, freeing your teammates from the Inferno cell, or making your way back to the Hellevator.
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* ''VideoGame/EtrianOdyssey'' has the InUniverseGameClock continue to tick even when you're in mid-battle. This becomes a big problem in that super-powerful enemies called [=FOEs=] roam the map as time passes, and will ''not'' stop or wait for you to finish your battle to chime in. Failure to pay attention to the map can lead to a routine "grind for EXP" battle turning into running for your lives.

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alphabetised examples


* ''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.
* ''VideoGame/SuperSmashBros'' ''Brawl'' and ''Melee'' have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.
* ''Yoshi's Island DS'', the TropeNamer, actually mocks the player with this in Time Trial mode, with the message boxes being replaced by taunts saying things like "Lost time!"
* In ''VideoGame/FinalFantasyV'', at one point you have to escape a castle before it explodes. Just when you think you're out, you get ambushed by a boss that insists on talking to you before attacking while the timer is still counting down. If you don't beat the boss before the timer ends, you're done for.
** In any of the Final Fantasy games with timed missions in them, the timer keeps running while you're in the menu screen, although you can stop it by pausing in battle. In fact, the mission timer will usually cover up the total game time in the main menu, just to drive home the point that you had better use items and equip your party ''fast''.
** The timer can be crippling in some re-releases, partly because of extended loading times. Especially on the Playstation releases, where loading a battle can take upwards of 5-7 seconds during which the timer is ''still running'', the previously generous timers are suddenly much more restrictive.
* ''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.
* ''VideoGame/{{Metroid}}'' games generally keep the timers of their (frequent) timed missions going during elevators and cut-scenes, but generally not when you pause.



* 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. Fortunately, it does pause on the menu screens.
* ''VideoGame/PerfectDark'' has a level that does the opposite - to get a cheat, you have to do it in a certain time, but there is a part where you are forced to wait for a door to unlock that takes nearly half that time. If you start the lock and then start a cutscene, the door keeps unlocking but the level timer pauses.
** 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 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!
* ''VideoGame/ResidentEvil4'', at least in the part with a timer.
** 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.
* Before the banquet in ''VideoGame/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.
** 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 [[LowLevelAdvantage 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.



* When stopping the train in ''VideoGame/FinalFantasyVII'', the timer elapses while two [=NPCs=] have a long conversation with you. Probably done deliberately, since if you actually take the time to read all of the dialogue in that scene instead of button-mashing through it, there's no way you'll be able to stop the train before the counter reaches 0.
* During the big cutscene before the Volgin fight in ''VideoGame/MetalGearSolid3'', 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.
** Similar happens during the end of ''VideoGame/MetalGearSolid''. Liquid sets up a bomb that goes off in three minutes, then talks about what Snake could 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.
* ''VideoGame/StarWarsRogueLeader'' had this. Its sequel didn't.

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* When stopping In ''VideoGame/CastlevaniaHarmonyOfDespair'', once you begin a level and that 30-minute timer starts, there is ''absolutely no way to stop it''. Whether it's pausing, fiddling with your inventory at the train Grimoire, everything keeps going in ''VideoGame/FinalFantasyVII'', real time. Yes, that means the gameplay keeps going, so if you're pausing, you'd best make sure no enemies are nearby.
* In ''VideoGame/CastlevaniaSymphonyOfTheNight'', Alucard's initial stats depend on, among other things, how fast you beat the opening battle with Richter. However,
the timer elapses keeps going while two [=NPCs=] have a long Richter and Dracula are talking, and you cannot skip this conversation with you. Probably done deliberately, since if you actually take the time to read all of the dialogue in that scene instead of button-mashing through it, there's no way you'll be able to stop the train before the counter reaches 0.
* During the big cutscene before the Volgin fight in ''VideoGame/MetalGearSolid3'', 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
''unless you have left. If you skip already beaten the cutscene, you'll have time from then game once''. Hence, it is impossible to defeat Volgin with. In harder difficulty modes, there's a danger of get the bomb actually going off during the cutscene and killing you best initial stats unless you skip it early on.
** Similar happens during the end of ''VideoGame/MetalGearSolid''. Liquid sets up
are doing a bomb that goes off in three minutes, then talks about what Snake could 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.
* ''VideoGame/StarWarsRogueLeader'' had this. Its sequel didn't.
replay.



* ''VideoGame/TombRaiderAnniversary'' has some cutscenes that where the clock keeps ticking during Time Trials.
** This is particularly annoying with door-unlocking cutscenes. To exit the "St. Francis Folly" and "Midas" levels, you must open multi-stage locks. Each stage of unlocking has its own cutscene that takes up time.
** However, the clock does not keep running during interactive cutscenes, aka "action events", where the right key must be pressed at tright time during the cutscene.
* Played painfully straight in ''VideoGame/PuzzleQuest: Galactrix''. Pausing the game ''does not pause'' the timer on the Leapgate-hacking game.
** Also the original Puzzle Quest, which only really matters when your turn is on a timer (i.e. training mounts).
* During timed comet challenges in ''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 ''VideoGame/SuperMarioGalaxy2''... [[NintendoHard with the timer now stricter than ever.]]
* Probably unintentional in ''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)
* ''VideoGame/TimeCrisis 1'' has this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]]. Successive games reset the timer and keep it locked until the "ACTION" prompt shows up.
* Ditto for the ''SilentScope'' series.
* 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).
** UpToEleven in Tool-Assisted Speedruns, which almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of Super Mario Bros 3 varies wildly (by [=TAS=] standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.
* In ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns, but if you try to turn back time without having the money to pay for it (the cost of which increases every time you use it), the Time Goddess, in addition to taking all of your equipment, stops messing with time to help you - no more rewinds, the clock runs normally in towns - making this a DesperationMove. On Hard, time ''never'' stops.
* An unusual form appeared in ''VideoGame/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.
* ''VideoGame/{{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.



* The whole of the ''Literature/WheresWaldo'' NES game is a TimedMission, with the timer going down even during the level transitions. ([[FakeLongevity Which are unskippable, in case you're wondering]].)

to:

* The whole of the ''Literature/WheresWaldo'' NES game is In ''VideoGame/FinalFantasyV'', at one point you have to escape a TimedMission, with the timer going down even during the level transitions. ([[FakeLongevity Which are unskippable, in case castle before it explodes. Just when you think you're wondering]].)out, you get ambushed by a boss that insists on talking to you before attacking while the timer is still counting down. If you don't beat the boss before the timer ends, you're done for.
** In any of the Final Fantasy games with timed missions in them, the timer keeps running while you're in the menu screen, although you can stop it by pausing in battle. In fact, the mission timer will usually cover up the total game time in the main menu, just to drive home the point that you had better use items and equip your party ''fast''.
** The timer can be crippling in some re-releases, partly because of extended loading times. Especially on the Playstation releases, where loading a battle can take upwards of 5-7 seconds during which the timer is ''still running'', the previously generous timers are suddenly much more restrictive.
* Before the banquet in ''VideoGame/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.
** 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 [[LowLevelAdvantage 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.
* When stopping the train in ''VideoGame/FinalFantasyVII'', the timer elapses while two [=NPCs=] have a long conversation with you. Probably done deliberately, since if you actually take the time to read all of the dialogue in that scene instead of button-mashing through it, there's no way you'll be able to stop the train before the counter reaches 0.
* In ''VideoGame/HalfMinuteHero'', Normal difficulty stops the clock inside towns, but if you try to turn back time without having the money to pay for it (the cost of which increases every time you use it), the Time Goddess, in addition to taking all of your equipment, stops messing with time to help you - no more rewinds, the clock runs normally in towns - making this a DesperationMove. On Hard, time ''never'' stops.



* In ''VideoGame/CastlevaniaSymphonyOfTheNight'', Alucard's initial stats depend on, among other things, how fast you beat the opening battle with Richter. However, the timer keeps going while Richter and Dracula are talking, and you cannot skip this conversation ''unless you have already beaten the game once''. Hence, it is impossible to get the best initial stats unless you are doing a replay.
* In ''VideoGame/CastlevaniaHarmonyOfDespair'', once you begin a level and that 30-minute timer starts, there is ''absolutely no way to stop it''. Whether it's pausing, fiddling with your inventory at the Grimoire, everything keeps going in real time. Yes, that means the gameplay keeps going, so if you're pausing, you'd best make sure no enemies are nearby.
* "Caravan" modes in ''VideoGame/StarSoldier'' games keep the timer going even if the game is paused. This serves two purposes: First, Hudson ran a series of score attack events and keeping the timer running even during pause prevented one single player from hoarding the game. Second, this prevents PauseScumming, punishing players who try to pause the game to take their time.
* ''Summer Carnival '92 VideoGame/{{Recca}}'' does the same as the "Caravan" example above, but in all of its modes, as the game was originally developed for an event.

to:

* In ''VideoGame/CastlevaniaSymphonyOfTheNight'', Alucard's initial stats depend on, among other things, how fast you beat During the opening battle with Richter. However, big cutscene before the Volgin fight in ''VideoGame/MetalGearSolid3'', 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 keeps going while Richter and Dracula are talking, and to remind you cannot skip this conversation ''unless of how long you have already beaten left. If you skip the game once''. Hence, it is impossible cutscene, you'll have time from then to get defeat Volgin with. In harder difficulty modes, there's a danger of the best initial stats bomb actually going off during the cutscene and killing you unless you are doing skip it early on.
** Similar happens during the end of ''VideoGame/MetalGearSolid''. Liquid sets up
a replay.
* In ''VideoGame/CastlevaniaHarmonyOfDespair'', once you begin a level and
bomb that 30-minute timer starts, there is ''absolutely no way to stop it''. Whether it's pausing, fiddling with your inventory at the Grimoire, everything keeps going goes off in real time. Yes, three minutes, then talks about what Snake could spend that means time doing, wasting thirty seconds of the gameplay keeps going, so if you're pausing, you'd best make sure no enemies are nearby.
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.
* "Caravan" modes in ''VideoGame/StarSoldier'' ''VideoGame/{{Metroid}}'' games generally keep the timer timers of their (frequent) timed missions going even if the game is paused. This serves two purposes: First, Hudson ran a series of score attack events and keeping the timer running even during pause prevented one single player from hoarding the game. Second, this prevents PauseScumming, punishing players who try elevators and cut-scenes, but generally not when you pause.
* ''VideoGame/{{Okami}}'''s timed missions allow you
to pause the game to take their time.
* ''Summer Carnival '92 VideoGame/{{Recca}}'' does
with no benefit, but using the same as Celestial Brush (which freezes everything on screen) doesn't stop the "Caravan" example above, but in all of its modes, as the game was originally developed for an event.clock. This is justified, though, since you are actually doing things with that time.




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. Fortunately, it does pause on the menu screens.
* ''VideoGame/PerfectDark'' has a level that does the opposite - to get a cheat, you have to do it in a certain time, but there is a part where you are forced to wait for a door to unlock that takes nearly half that time. If you start the lock and then start a cutscene, the door keeps unlocking but the level timer pauses.
** 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 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!
* ''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.
* Played painfully straight in ''VideoGame/PuzzleQuest: Galactrix''. Pausing the game ''does not pause'' the timer on the Leapgate-hacking game.
** Also the original Puzzle Quest, which only really matters when your turn is on a timer (i.e. training mounts).
* ''Summer Carnival '92 VideoGame/{{Recca}}'' does the same as the "Caravan" example above, but in all of its modes, as the game was originally developed for an event.
* ''VideoGame/ResidentEvil4'', at least in the part with a timer.
** 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.
* The ''SilentScope'' series has this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]].
* ''VideoGame/StarWarsRogueLeader'' had this. Its sequel didn't.
* During timed comet challenges in ''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 ''VideoGame/SuperMarioGalaxy2''... [[NintendoHard with the timer now stricter than ever.]]
* 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).
** UpToEleven in Tool-Assisted Speedruns, which almost always prioritize external time and aim to avoid wasted frames caused by lag or arbitrary mechanisms. For example, Bowser's fall at the end of Super Mario Bros 3 varies wildly (by [=TAS=] standards) in how long it takes, based on exactly how, when, and where he falls. If a published run looks like it's wasting time, what it's really doing is avoiding this trope.
* "Caravan" modes in ''VideoGame/StarSoldier'' games keep the timer going even if the game is paused. This serves two purposes: First, Hudson ran a series of score attack events and keeping the timer running even during pause prevented one single player from hoarding the game. Second, this prevents PauseScumming, punishing players who try to pause the game to take their time.
* ''VideoGame/SuperSmashBros'' ''Brawl'' and ''Melee'' have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.
* ''VideoGame/TimeCrisis 1'' is a similar case to ''SilentScope'' above. Successive games reset the timer and keep it locked until the "ACTION" prompt shows up.
* ''VideoGame/TombRaiderAnniversary'' has some cutscenes that where the clock keeps ticking during Time Trials.
** This is particularly annoying with door-unlocking cutscenes. To exit the "St. Francis Folly" and "Midas" levels, you must open multi-stage locks. Each stage of unlocking has its own cutscene that takes up time.
** However, the clock does not keep running during interactive cutscenes, aka "action events", where the right key must be pressed at tright time during the cutscene.
* An unusual form appeared in ''VideoGame/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.
* ''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.
* Probably unintentional in ''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)
* ''Yoshi's Island DS'', the TropeNamer, actually mocks the player with this in Time Trial mode, with the message boxes being replaced by taunts saying things like "Lost time!"
* The whole of the ''Literature/WheresWaldo'' NES game is a TimedMission, with the timer going down even during the level transitions. ([[FakeLongevity Which are unskippable, in case you're wondering]].)



* The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.


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* The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.
Is there an issue? Send a MessageReason:
None



to:

* In ''VideoGame/OriAndTheBlindForest'', the game timer continues running during the prologue, the cutscenes, and the end credits; the first two of which are skippable, the last of which is not; so even if you technically completed the game in under three hours, you may miss out on the [[SpeedRun "Supersonic"]] achievement due to the time lost during these.

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None


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



* Another live TV example is ''Series/TwentyFour''. This is quite telling when it's recut for non-American television and the commercials are missing (meaning 24 becomes about 18...)



* GameShow example: The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.
** FamilyFeud also has this, but the timer is not nearly as strict. (The timer doesn't start until the host finishes asking the first question, and the timer is generally paused if the host is unable to get the next question out--generally, when a contestant gives a ridiculous answer that causes the host to {{corps|ing}}e).


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!!Non-Video Game Examples:
* In ''Series/DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.
* ''Series/TwentyFour''. This is quite telling when it's recut for non-American television and the commercials are missing (meaning 24 becomes about 18...)
* The final round of ''Series/WhereInTimeIsCarmenSandiego'' involved competitors trying to get through a maze of gates. In order to open a gate, a question had to be answered correctly, the questions were not all the same length, and the voice asking them spoke ''rather slowly''. Oh, and there was a strict time limit, which didn't stop while the question was being asked.
* ''Series/FamilyFeud'' also has this, but the timer is not nearly as strict. (The timer doesn't start until the host finishes asking the first question, and the timer is generally paused if the host is unable to get the next question out--generally, when a contestant gives a ridiculous answer that causes the host to {{corps|ing}}e).
* ''Series/FindersKeepers'': During the Romp, once the clock started, it ran continuously, even while teams were moving on to the next room. This put a premium on getting to the next room quickly. A wrong turn, especially when moving to the upper floor or lower floor could end up torpedoing the team. More blatant in the UK version, where the host would often hold up the team until they shouted out the answer to the clue. In the US, the host would read the clue and let the team get on with it (occasionally asking the team what they were looking for as they were going about it). Good thing, too, since 90 seconds is quite brutal enough without the team having to shout out the answer.
Is there an issue? Send a MessageReason:
None


** Another frustration in ''Wild World'' is the lack of a quick way to switch among various tools. Catching certain insects (bees and underground/rock-dwellers like the mole cricket and the pill pug) is annoying and difficult as they run away while you open the menu to grab your net. (The GameCube game pauses bugs while some menus are open; ''City Folk'' and ''New Leaf'' let you switch tools with the Control Pad on the Wii Remote and the 3DS, respectively.)

to:

** Another frustration in ''Wild World'' is the lack of a quick way to switch among various tools. Catching certain insects (bees and underground/rock-dwellers like the mole cricket and the pill pug) is annoying and difficult as they run away while you open the menu to grab your net. (The GameCube UsefulNotes/NintendoGameCube game pauses bugs while some menus are open; ''City Folk'' and ''New Leaf'' let you switch tools with the Control Pad on the Wii Remote and the 3DS, respectively.)
Is there an issue? Send a MessageReason:
None


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

to:

* Live action TV example: In ''DinnerImpossible'', ''Series/DinnerImpossible'', the timer starts ticking almost as soon as the head chef meets the people for whom he's supposed to cook.
Is there an issue? Send a MessageReason:
None


* ''SuperSmashBros/'' Brawl and Melee have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.

to:

* ''SuperSmashBros/'' Brawl ''VideoGame/SuperSmashBros'' ''Brawl'' and Melee ''Melee'' have this during the pause screen in some areas, like the Target Tests. Probably justifiable in that case, as pausing the game also gives you a good look at where all the targets are.

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Changed: 91

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Is there an issue? Send a MessageReason:
\"Has\". Use present tense in examples please.


* ''VideoGame/TimeCrisis 1'' had this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]].
** Ditto for the ''SilentScope'' series.
* The NintendoHard BulletHell NES ShootEmUp ''VideoGame/{{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!

to:

* ''VideoGame/TimeCrisis 1'' had has this. Plus instant GameOver upon time-out, and [[UnstableEquilibrium time extensions dependent on skill]].
**
skill]]. Successive games reset the timer and keep it locked until the "ACTION" prompt shows up.
*
Ditto for the ''SilentScope'' series.
* The NintendoHard BulletHell NES ShootEmUp ''VideoGame/{{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!
series.


Added DiffLines:

* "Caravan" modes in ''VideoGame/StarSoldier'' games keep the timer going even if the game is paused. This serves two purposes: First, Hudson ran a series of score attack events and keeping the timer running even during pause prevented one single player from hoarding the game. Second, this prevents PauseScumming, punishing players who try to pause the game to take their time.
* ''Summer Carnival '92 VideoGame/{{Recca}}'' does the same as the "Caravan" example above, but in all of its modes, as the game was originally developed for an event.

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