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* Touching golden coil in ''VideoGame/YellowTaxiGoesVroom'' makes the Taxi invincible for a few moments but the power-up runs out fairly soon.
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** ''[[UpdatedRerelease Super Mario 64 DS]]'', ''VideoGame/NewSuperMarioBros1'', ''VideoGame/NewSuperMarioBros2'' and ''VideoGame/SuperMario3DWorld'' also feature a Mega Mushroom that make Mario a giant and also make him impervious to normal enemies, as well as ram through ''anything'', including pipes, flagpoles, and all types of blocks. Additionally, in ''VideoGame/NewSuperMarioBros1'' you get [[OneUp 1-Ups]] based on how much destruction you caused after the time runs out.
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** Every game since the first ''VideoGame/DiabloI'' features Shrines, stationary objects with random effects that commonly include temporary buffs to speed, defense, offense, experience gain, etc. A common strategy in ''VideoGame/DiabloIII'' is to clear out the enemies in an area without activating its shrines, then run through the area activating all of them as quickly as possible to stack several bonuses before teleporting into a challenging area such as a rift, Whimseyshire, or a boss fight.

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** Every game since the first ''VideoGame/DiabloI'' ''VideoGame/{{Diablo|1997}}'' features Shrines, stationary objects with random effects that commonly include temporary buffs to speed, defense, offense, experience gain, etc. A common strategy in ''VideoGame/DiabloIII'' is to clear out the enemies in an area without activating its shrines, then run through the area activating all of them as quickly as possible to stack several bonuses before teleporting into a challenging area such as a rift, Whimseyshire, or a boss fight.
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* In ''VideoGame/WonderMomo'', Momo can transform into her HenshinHero form, Wonder Momo, when she builds up "WONDER" and touches a tornado power-up. Being in this form gives her a Wonder Hoop projectile and other extra attacks in addition to her standard melee attacks, but slowly drains her "WONDER". When it runs out, she returns to her regular form. Since the whole game is a parody of {{toku}}, it serves as a reference to the [[HourOfPower timed transformations]] of heroes from ''Series/{{Ultraman}}'' and similar series.

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* In ''VideoGame/WonderMomo'', Momo can transform into her HenshinHero form, Wonder Momo, when she builds up her "WONDER" bar and touches a tornado power-up. Being in this form gives her a Wonder Hoop projectile and other extra attacks in addition to her standard melee attacks, but slowly drains her "WONDER". When it runs out, she returns to her regular form. Since the whole game is a parody of {{toku}}, it serves as a reference to the [[HourOfPower timed transformations]] of heroes from ''Series/{{Ultraman}}'' and similar series.
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* In ''VideoGame/WonderMomo'', Momo can transform into her HenshinHero form, Wonder Momo, when she builds up "WONDER" and touches a tornado power-up. Being in this form gives her a Wonder Hoop projectile and other extra attacks in addition to her standard melee attacks, but slowly drains her "WONDER". When it runs out, she returns to her regular form. Since the whole game is a parody of {{toku}}, it serves as a reference to the [[HourOfPower timed transformations]] of heroes from ''Series/{{Ultraman}}'' and similar series.

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* ''VideoGame/SuperSmashBros'': Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer causes the wielder to attack [[PowerfulButInaccurate powerfully but uncontrollably]] for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.

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* ''VideoGame/SuperSmashBros'': ''VideoGame/SuperSmashBros'':
**
Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer [[VideoGame/DonkeyKong Hammer]] causes the wielder to attack [[PowerfulButInaccurate powerfully but uncontrollably]] for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. ''VideoGame/SuperSmashBrosBrawl'' introduces the [[VideoGame/WreckingCrew Golden Hammer]], an even more powerful version of the Hammer with an even shorter time limit.
**
The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.franchise, making any fighter that picks it up immune to damage for as long as it is active. The one difference is that it doesn't allow the fighter to administer CollisionDamage.
** The Superspicy Curry from ''VideoGame/KirbysDreamLand'' is introduced in ''VideoGame/SuperSmashBrosBrawl''. Any fighter that picks it up constantly spews fire to damage opponents and objects for a limited time at the cost of reduced mobility.



* ''Franchise/SuperMarioBros'' franchise:

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* The ''Franchise/SuperMarioBros'' franchise:



* ''VideoGame/KirbysReturnToDreamLand'': The "super abilities", as opposed to regular abilities, will go away after about a minute. It's to balance the fact that these abilities are VERY powerful and capable of clearing through levels and dealing major damage to enemies on his way.

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* ''Franchise/{{Kirby}}'':
** ''VideoGame/KirbysDreamLand'' features three:
*** The [[InvincibilityPowerUp Invincibility Candy]], which has remained a series staple ever since its introduction here (appearing in every mainline game except ''VideoGame/KirbysDreamLand2''), makes Kirby immune to damage for a brief period of time and allows him to inflict CollisionDamage on enemies until it wears off.
*** The Superspicy Curry and Mint Leaf allow Kirby to continuously breathe fire and spit air puffs, respectively, for a brief period of time. The latter additionally allows him to float indefinitely until it wears off, and a permanent version is provided for the boss battle against Kaboola.
**
''VideoGame/KirbysReturnToDreamLand'': The "super abilities", as opposed to regular abilities, will go away after about a minute. It's to balance the fact that these abilities are VERY powerful and capable of clearing through levels and dealing major damage to enemies on his way.



* ''VideoGame/SonicTheHedgehog'': Sonic's InvincibilityPowerUp and running shoes work on a timer.

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* ''VideoGame/SonicTheHedgehog'': ''Franchise/SonicTheHedgehog'': Sonic's InvincibilityPowerUp and running shoes work on a timer.



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[[/folder]][[/folder]]
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* Each of the power-ups in ''VideoGame/{{Ghostrunner}}'' has a blue meter that depletes until the power-up is gone. Each lasts a few seconds, with the [[InASingleBound high jump]] going the fastest and disappearing as soon as you use it.
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* In ''VideoGame/{{Dodge}}'', both the black trailed and white trailed power-ups wear off after a few seconds. The fire-trailed power-ups don't use this, as their effect is [[SmartBomb instantaneous]].
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** The Lightning Bolt is something of an inversion; rather than boosting the user directly, it [[StandardStatusEffects shrinks]] every opponent on the track, slowing them down and making them vulnerable to getting run over by the sole normal-sized player left. The effect wears off after a short time.
** Similar to the Lightning Bolt, the Blooper covers all enemies' screens in [[StandardStatusEffects blinding]] ink for a short time. In the UsefulNotes/NintendoDS versions it's [[UselessUsefulSpell pretty easy for a human player to steer by the map on the second screen]], but [[AIBreaker computer-controlled karts will veer wildly]].

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** The Lightning Bolt is something of an inversion; rather than boosting the user directly, it [[StandardStatusEffects [[StatusEffects shrinks]] every opponent on the track, slowing them down and making them vulnerable to getting run over by the sole normal-sized player left. The effect wears off after a short time.
** Similar to the Lightning Bolt, the Blooper covers all enemies' screens in [[StandardStatusEffects [[StatusEffects blinding]] ink for a short time. In the UsefulNotes/NintendoDS versions it's [[UselessUsefulSpell pretty easy for a human player to steer by the map on the second screen]], but [[AIBreaker computer-controlled karts will veer wildly]].
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** ''VideoGame/Unrealchampionship'', ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' have the [[QuadDamage Double Damage]], which lasts 30 game seconds.

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** ''VideoGame/Unrealchampionship'', ''VideoGame/UnrealChampionship'', ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' have the [[QuadDamage Double Damage]], which lasts 30 game seconds.

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* The QuadDamage PowerUp in the ''VideoGame/{{Quake}}'' games not only lasts for a limited time, it also respawns on a regular timer, allowing expert players to attempt to return precisely when it respawns in order to maximize the amount of time they spend in a buffed state.
* Timed QuadDamage {{Power Up}}s also appear in the ''VideoGame/SeriousSam'' and ''VideoGame/UnrealTournament'' games.

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* The QuadDamage PowerUp {{Power Up}}s in the ''VideoGame/{{Quake}}'' games games' multiplayer modes (as well as the SP mode of ''VideoGame/QuakeI'') not only lasts last for a limited time, it they also respawns respawn on a regular timer, allowing expert players to attempt to return precisely when it respawns in order to maximize the amount of time they spend in a buffed state.
* Timed QuadDamage {{Power Up}}s ''VideoGame/{{Unreal}}'' series:
** ''VideoGame/UnrealI'' has the Jump Boots for single-player, the only item which is activated right after picking them up and is worn off after a time (regardless if the player used the three charges), as well as its end-level counterpart, the Super Jump Boots (which are infinite, [[FinalBoss and for good reason]]). There's
also appear in the ''VideoGame/SeriousSam'' Energy Amplifier, a damaged battery which powers up the Dispersion Pistol and the Shock Rifle, which lasts 30 seconds, but is consumed quicker if a shot from these weapons is fired.
**
''VideoGame/UnrealTournament'' games.has the [[QuadDamage Damage Amplifier]] and {{Invisibility}}, which last 30 game seconds.
** ''VideoGame/Unrealchampionship'', ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' have the [[QuadDamage Double Damage]], which lasts 30 game seconds.
** ''VideoGame/UnrealChampionship2TheLiandriConflict'', ''VideoGame/UnrealTournamentIII'' and ''VideoGame/UnrealTournament4'' have the [[QuadDamage Damage Amp]] and {{Invisibility}} powerups. ''III'' and ''4'' also adds the Berserk powerup, which doubles the weapon's rate of fire and the player's speed, and ''III'' adds the {{Invulnerability}} (self explanatory) and Slow Field (creates a field around the player that slows the speed of any enemy who enters into it) powerups. All of these powerups last 30 game seconds.
* ''VideoGame/SeriousSam'' series:
** All the games have the [[QuadDamage Serious Damage]] powerup, which usually lasts 40 seconds, except in ''II'' where it lasts 60 seconds instead. ''Bogus Detour'' renames the item as "Serious Strength", but the effect and duration are still the same.
** ''VideoGame/SeriousSamTheSecondEncounter'' and ''VideoGame/SeriousSamII'' have the {{Invisibility}} item, which lasts 30 seconds.
** ''TSE'', ''II'', ''VideoGame/SeriousSamNextEncounter'' and ''Serious Sam: Double D'' have the {{Invulnerability}} powerup, which lasts 30 seconds.
** ''TSE'', ''II'', ''VideoGame/SeriousSamTheRandomEncounter'' and ''Serious Sam: Bogus Detour'' have the [[SuperSpeed Serious Speed]] powerup, which increases Sam's movement speed for 20 seconds in ''TSE'', 25 in ''II'' and 30 in ''Bogus Detour''.
** ''VideoGame/SeriousSamII'' has the "Serious Jump", which allows the players to jump five times higher for 60 seconds.
** ''Serious Sam VR: The Last Hope'' has the Drone Squad (which [[SummonMagic summons five drones]] that help Sam over 25 game seconds), Money Time (which increases the amount of credits earned by Sam during 20 seconds), and Rage (which doubles the rate of fire of Sam's weapons during 10 seconds).
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{{Power Up}}s usually don't last forever. One common limiting factor is to have them expire after a set amount of time. This is very common with {{Invincibility Power Up}}s, where a limiting factor is necessary to avoid a GameBreaker but other such factors like losing the PowerUp [[SingleUseShield upon taking damage]] don't make sense. Also common with QuadDamage. Nearly always accompanied by a PowerUpMotif.

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{{Power Up}}s usually don't last forever. One common limiting factor is to have them expire after a set amount of time. This is very common with {{Invincibility Power Up}}s, where a limiting factor is necessary to avoid a GameBreaker but other such factors like losing the PowerUp [[SingleUseShield upon taking damage]] don't make sense. Also common with QuadDamage. Nearly always accompanied by an indicator to tell you how long it lasts, whether it be a timer in the {{HUD}}, a visual effect that gradually fades, or a PowerUpMotif.
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* ''Franchise/{{Diablo}}'' franchise:
** Every game since the first ''VideoGame/{{Diablo}}'' features Shrines, stationary objects with random effects that commonly include temporary buffs to speed, defense, offense, experience gain, etc. A common strategy in ''VideoGame/DiabloIII'' is to clear out the enemies in an area without activating its shrines, then run through the area activating all of them as quickly as possible to stack several bonuses before teleporting into a challenging area such as a rift, Whimseyshire, or a boss fight.

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* ''Franchise/{{Diablo}}'' franchise:
** Every game since the first
''VideoGame/{{Diablo}}'' franchise:
** Every game since the first ''VideoGame/DiabloI''
features Shrines, stationary objects with random effects that commonly include temporary buffs to speed, defense, offense, experience gain, etc. A common strategy in ''VideoGame/DiabloIII'' is to clear out the enemies in an area without activating its shrines, then run through the area activating all of them as quickly as possible to stack several bonuses before teleporting into a challenging area such as a rift, Whimseyshire, or a boss fight.



* The [[PowerUpFood Bloody Rose lollipops]] and the [[InvincibilityPowerUp Yellow Moon lollipops]] from the ''{{VideoGame/Bayonetta}}'' franchise only last for a short time, with their Mega versions lasting twice as long. [[FridgeBrilliance This presumably is because they only work for as long as Bayonetta is eating them]].

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* The [[PowerUpFood Bloody Rose lollipops]] and the [[InvincibilityPowerUp Yellow Moon lollipops]] from the ''{{VideoGame/Bayonetta}}'' ''VideoGame/{{Bayonetta}}'' franchise only last for a short time, with their Mega versions lasting twice as long. [[FridgeBrilliance This presumably is because they only work for as long as Bayonetta is eating them]].



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* In the ''Franchise/CrashBandicoot'' series, picking an Aku Aku mask gives you a SingleUseShield. However, if you collect 3 of them, you'll become invincible for about 30 seconds before Aku Aku reverts to its normal state.

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* In the ''Franchise/CrashBandicoot'' ''VideoGame/CrashBandicoot'' series, picking an Aku Aku mask gives you a SingleUseShield. However, if you collect 3 of them, you'll become invincible for about 30 seconds before Aku Aku reverts to its normal state.

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* Many of the power-ups in id Software's ''VideoGame/{{Doom}}'' series have a time limit. The berserker pack turns the environment reddish, gives the player the punch power of a double shotgun, and lasts about twenty seconds. [[InvincibilityPowerUp Invulnerability]] turns things whitish, renders the player immune to damage and lasts twenty seconds. Invisibility that makes the player tough to hit accurately lasts about thirty seconds. Radiation suits that shield the player from passive hazard damage turns things greenish and lasts about forty seconds.
** The berserker pack ''looks'' like it lasts for about twenty seconds. The punch upgrade actually lasts until the player moves to another map. This isn't even a bug: the packs are usually placed as a health item (they do restore health up to 100%) before regions (like warehouse mazes) where melee might be viable.

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* Many of the power-ups in id Software's ''VideoGame/{{Doom}}'' series have a time limit. The berserker pack turns the environment reddish, gives the player the punch power of a double shotgun, and lasts about twenty seconds. [[InvincibilityPowerUp Invulnerability]] turns things whitish, photonegative, renders the player immune to damage and lasts twenty seconds. Invisibility that makes the player tough to hit accurately lasts about thirty seconds. Radiation suits that shield the player from passive hazard damage turns things greenish and lasts about forty seconds.
** The berserker pack ''looks'' like it lasts for about twenty seconds. The punch upgrade actually lasts until the player moves to another map. This isn't even a bug: the packs are usually placed as a health item (they do restore health up to 100%) before regions (like warehouse mazes) where melee might be viable.



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[[folder: Non-Video-Game Examples]]
[[AC: Comic Books]]
* The [[UsefulNotes/TheGoldenAgeofComicBooks Golden Age]] Creator/DCComics hero Hourman took special "Miraclo pills" that gave him super powers for exactly one hour.

[[AC: Western Animation]]
* ''WesternAnimation/BugsBunny'' short "Super-Rabbit". A scientist creates "super carrots" through the application of AppliedPhlebotinum and gives them to Bugs. Bugs gains super powers from eating them, but only for a limited time (exactly how long they last depends on RuleOfFunny).
* ''WesternAnimation/MiraculousLadybug'': When a Bearer uses their special power, it triggers a five-minute MagicCountdown, at the end of which their kwami's energy runs out and they need to detransform.
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* ''WesternAnimation/MiraculousLadybug'': When a Bearer uses their special power, it triggers a five-minute MagicCountdown, at the end of which their kwami's energy runs out and they need to detransform.
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* In the various ''Franchise/DynastyWarriors'' games (From the original Dynasty Warriors to Samurai Warriors and to Gundam, Fist of the North Star and Hyrule), power-ups are available to increase your character's strength, speed and musou. The only catch is that it can last for at least a few minutes.

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* In the various ''Franchise/DynastyWarriors'' ''VideoGame/DynastyWarriors'' games (From the original Dynasty Warriors to Samurai Warriors and to Gundam, Fist of the North Star and Hyrule), power-ups are available to increase your character's strength, speed and musou. The only catch is that it can last for at least a few minutes.
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* {{Elsword}}: There are "aura" and "potion" items dropped in dungeons (and randomly in PVP) that give whoever take them temporary buffs, such as [[QuadDamage stronger attacks]] or increased body size.

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* {{Elsword}}: ''VideoGame/{{Elsword}}'': There are "aura" and "potion" items dropped in dungeons (and randomly in PVP) that give whoever take them temporary buffs, such as [[QuadDamage stronger attacks]] or increased body size.
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* In ''VideoGame/EVOSearchForEden'', eating one of the rare red crystals gives you a powerful form based on a real or mythological creature for a few minutes. This includes the Dragon form found inside the cloud maze in Era 3. These can be recorded like any normal form and used again with a green crystal, though still on a time limit.
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* The [[UsefulNotes/TheGoldenAgeofComicBooks Golden Age]] DCComics hero Hourman took special "Miraclo pills" that gave him super powers for exactly one hour.

to:

* The [[UsefulNotes/TheGoldenAgeofComicBooks Golden Age]] DCComics Creator/DCComics hero Hourman took special "Miraclo pills" that gave him super powers for exactly one hour.
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None

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* The [[PowerUpFood Bloody Rose lollipops]] and the [[InvincibilityPowerUp Yellow Moon lollipops]] from the ''{{VideoGame/Bayonetta}}'' franchise only last for a short time, with their Mega versions lasting twice as long. [[FridgeBrilliance This presumably is because they only work for as long as Bayonetta is eating them]].
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* In ''VideoGame/TheAddamsFamily'' game for SegaGenesis, Gomez can collect a timed InvincibilityPowerUp in certain sections, as well as a helicopter cap that lets him fly for a limited time.

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* In ''VideoGame/TheAddamsFamily'' game for SegaGenesis, UsefulNotes/SegaGenesis, Gomez can collect a timed InvincibilityPowerUp in certain sections, as well as a helicopter cap that lets him fly for a limited time.
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oops


* ''Franchise/MarioKart'':

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* ''Franchise/MarioKart'':''VideoGame/MarioKart'':
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wicks for Mario


** The [[InvincibilityPowerUp Starman]], which debuted in ''VideoGame/SuperMarioBros'', is the TropeCodifier. It makes Mario flash different colors and inverts the game's usual CollisionDamage: rather than Mario dying on contact with enemies, the reverse becomes true. It is accompanied by an iconic PowerUpMotif and when the track ends, so does the effect. It is often placed directly before a sequence of enemies clustered close enough together that, if Mario defeats them all in rapid succession with the Starman, he can rack up large amounts of points, sometimes enough to earn a OneUp.
** The Fire and Ice Flowers and the Red Star which grants flight work this way in ''VideoGame/SuperMarioGalaxy''. Notably, the Fire Flower traditionally lasts [[SingleUseShield until Mario is hit]] in most previous games in the series. Here, it is usually placed only where it can be used to solve puzzles, and respawns as soon as the timer ends so that Mario can re-collect it and try the puzzle over again.

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** The [[InvincibilityPowerUp Starman]], which debuted in ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros1'', is the TropeCodifier. It makes Mario flash different colors and inverts the game's usual CollisionDamage: rather than Mario dying on contact with enemies, the reverse becomes true. It is accompanied by an iconic PowerUpMotif and when the track ends, so does the effect. It is often placed directly before a sequence of enemies clustered close enough together that, if Mario defeats them all in rapid succession with the Starman, he can rack up large amounts of points, sometimes enough to earn a OneUp.
** The Fire and Ice Flowers and the Red Star which grants flight work this way in ''VideoGame/SuperMarioGalaxy''.''VideoGame/SuperMarioGalaxy'' and [[VideoGame/SuperMarioGalaxy2 sequel]]. Notably, the Fire Flower traditionally lasts [[SingleUseShield until Mario is hit]] in most previous games in the series. Here, it is usually placed only where it can be used to solve puzzles, and respawns as soon as the timer ends so that Mario can re-collect it and try the puzzle over again.



* ''Franchise/SuperMarioKart'':
** The [[InvincibilityPowerUp Starman]] from the ''Franchise/SuperMarioBros'' platformers returns in the ''Franchise/SuperMarioKart'' games, where it not only confers invincibility and [[InvertedTrope inverts]] CollisionDamage but also increases the user's speed and acceleration for the duration.
** The Bullet Bill and Chain Chomp do all of the above, plus vastly increase the player's hitbox and put their kart on auto-pilot. The latter effect can turn this into a PowerUpLetDown when it causes the player to miss lucrative shortcuts and item boxes or otherwise take a sub-optimal route.

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* ''Franchise/SuperMarioKart'':
''Franchise/MarioKart'':
** The [[InvincibilityPowerUp Starman]] from the ''Franchise/SuperMarioBros'' platformers returns in the ''Franchise/SuperMarioKart'' ''Mario Kart'' games, where it not only confers invincibility and [[InvertedTrope inverts]] CollisionDamage but also increases the user's speed and acceleration for the duration.
** The Bullet Bill and Chain Chomp do all of the above, plus vastly increase the player's hitbox and put their kart on auto-pilot. The latter effect can turn this into a PowerUpLetDown PowerUpLetdown when it causes the player to miss lucrative shortcuts and item boxes or otherwise take a sub-optimal route.



** Similar to the Lightning Bolt, the Blooper covers all enemies' screens in [[StandardStatusEffects blinding]] ink for a short time. In the NintendoDS versions it's [[UselessUsefulSpell pretty easy for a human player to steer by the map on the second screen]], but [[AIBreaker computer-controlled karts will veer wildly]].

to:

** Similar to the Lightning Bolt, the Blooper covers all enemies' screens in [[StandardStatusEffects blinding]] ink for a short time. In the NintendoDS UsefulNotes/NintendoDS versions it's [[UselessUsefulSpell pretty easy for a human player to steer by the map on the second screen]], but [[AIBreaker computer-controlled karts will veer wildly]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SuperSmashBros'': Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer causes the wielder to attack uncontrollably for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.

to:

* ''VideoGame/SuperSmashBros'': Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer causes the wielder to attack uncontrollably [[PowerfulButInaccurate powerfully but uncontrollably]] for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.
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I know of no version of Doom 1 or 2 in which the berserker pack is a timed powerup. Edit if somebody else does, of course.

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** The invention of jumping, plus characters with different movement speeds, led to the timer on the Wings being removed for ''VideoGame/{{Hexen}}''. Level design changed so that the Wings aren't available until any platforming puzzles have been solved in a hub; once found they're available until moving on (and still useful for combat mobility, especially against the Death Wyvern).


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** The berserker pack ''looks'' like it lasts for about twenty seconds. The punch upgrade actually lasts until the player moves to another map. This isn't even a bug: the packs are usually placed as a health item (they do restore health up to 100%) before regions (like warehouse mazes) where melee might be viable.
Is there an issue? Send a MessageReason:
None


* In the ''VideoGame/CrashBandicoot'' series, picking an Aku Aku mask gives you a SingleUseShield. However, if you collect 3 of them, you'll become invincible for about 30 seconds before Aku Aku reverts to its normal state.

to:

* In the ''VideoGame/CrashBandicoot'' ''Franchise/CrashBandicoot'' series, picking an Aku Aku mask gives you a SingleUseShield. However, if you collect 3 of them, you'll become invincible for about 30 seconds before Aku Aku reverts to its normal state.
Is there an issue? Send a MessageReason:
None


* ''Franchise/SuperSmashBros'': Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer causes the wielder to attack uncontrollably for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.

to:

* ''Franchise/SuperSmashBros'': * ''VideoGame/SuperSmashBros'': Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer causes the wielder to attack uncontrollably for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.
Is there an issue? Send a MessageReason:
None


* The [[TheGoldenAgeofComicBooks Golden Age]] DCComics hero Hourman took special "Miraclo pills" that gave him super powers for exactly one hour.

to:

* The [[TheGoldenAgeofComicBooks [[UsefulNotes/TheGoldenAgeofComicBooks Golden Age]] DCComics hero Hourman took special "Miraclo pills" that gave him super powers for exactly one hour.

Added: 11477

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{{Power Up}}s usually don't last forever. One common limiting factor is to have them expire after a set amount of time. This is very common with {{Invincibility Power Up}}s, where a limiting factor is necessary to avoid a GameBreaker but other such factors like losing the PowerUp [[SingleUseShield upon taking damage]] don't make sense. Also common with QuadDamage. Nearly always accompanied by a PowerUpMotif.

In arena-based games such as {{First Person Shooter}}s, these {{Power Up}}s often respawn in the same place on a fixed timer, making knowledge of their location and respawn timing a key element of strategy. Even in single-player games, knowing the rules for when and where such {{Power Up}}s can be collected or activated helps to get the maximum possible utility out of them before time expires. If they are activated immediately upon pickup and placed in spots where they are not of immediate use, can cause PowerUpLetDown.

A SubTrope of PowerUp and StatusBuff. Compare BreakableWeapons, which wear out from use instead of over time, and SuperMode and HourOfPower, similar tropes that are story- as opposed to gameplay-mechanics-based.

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!!Examples

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[[folder: Action]]
* In the original ''VideoGame/{{Bomberman}}'' on NES, all of the power-ups are permanent unless you get killed, with one exception: the "?" power-up, the game's InvincibilityPowerUp, lasts only a certain amount of time.
* ''VideoGame/PacMan'''s power pellet works as the InvincibilityPowerUp variety.
* Some power-ups in ''VideoGame/TempleRun'', including the coin magnet and shield, are timed. You can increase the duration of these power-ups by upgrading them with in-game coins.
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[[folder: Action RPG]]
* ''Franchise/{{Diablo}}'' franchise:
** Every game since the first ''VideoGame/{{Diablo}}'' features Shrines, stationary objects with random effects that commonly include temporary buffs to speed, defense, offense, experience gain, etc. A common strategy in ''VideoGame/DiabloIII'' is to clear out the enemies in an area without activating its shrines, then run through the area activating all of them as quickly as possible to stack several bonuses before teleporting into a challenging area such as a rift, Whimseyshire, or a boss fight.
** ''VideoGame/DiabloIII'' introduces [[QuadDamage Nephalem Glory]], {{Power Up}}s which [[RandomDrops randomly drop]] from enemies and grant a temporary buff to damage. Picking up additional Nephalem Glory orbs resets the timer and stacks additional bonuses up to three levels, while picking up health globes extends the timer slightly.
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[[folder: Adventure]]
* In ''VideoGame/TheLegendOfZeldaLinksAwakening'', the Guardian Acorn and Piece of Power halve damage taken and double damage dealt respectively for a short time, marked by a PowerUpMotif. As they [[RandomDrops drop randomly from enemies]] and are instantly activated upon pickup, this can cause a PowerUpLetDown should they be picked up when there don't happen to be many challenging enemies around to fight.
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[[folder: Beat'em Up]]
* In the various ''Franchise/DynastyWarriors'' games (From the original Dynasty Warriors to Samurai Warriors and to Gundam, Fist of the North Star and Hyrule), power-ups are available to increase your character's strength, speed and musou. The only catch is that it can last for at least a few minutes.
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[[folder: Fighting Game]]
* ''Franchise/SuperSmashBros'': Unlike most weapons that [[BreakableWeapons wear out from use]] as opposed to over time, the Hammer causes the wielder to attack uncontrollably for a set amount of time during which the wielder (whose [[MightyGlacier mobility is decreased]]) frantically attempts to catch the other players for a possible OneHitKO. The [[InvincibilityPowerUp Starman]] also returns from the ''Franchise/SuperMarioBros'' franchise.
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[[folder: First-Person Shooter]]
* ''VideoGame/{{Heretic}}''. The following PowerUps only give their benefit for a limited period of time: Torch (can see in darkness for 120 seconds), Shadowsphere (invisibility for 60 seconds), Tome of Power (increased weapon damage/effect for 40 seconds), Ring of Invulnerability (immune to all attacks for 30 seconds), and Wings of Wrath (allow flight for 60 seconds).
* The QuadDamage PowerUp in the ''VideoGame/{{Quake}}'' games not only lasts for a limited time, it also respawns on a regular timer, allowing expert players to attempt to return precisely when it respawns in order to maximize the amount of time they spend in a buffed state.
* Timed QuadDamage {{Power Up}}s also appear in the ''VideoGame/SeriousSam'' and ''VideoGame/UnrealTournament'' games.
* Many of the power-ups in id Software's ''VideoGame/{{Doom}}'' series have a time limit. The berserker pack turns the environment reddish, gives the player the punch power of a double shotgun, and lasts about twenty seconds. [[InvincibilityPowerUp Invulnerability]] turns things whitish, renders the player immune to damage and lasts twenty seconds. Invisibility that makes the player tough to hit accurately lasts about thirty seconds. Radiation suits that shield the player from passive hazard damage turns things greenish and lasts about forty seconds.
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[[folder: MOBA]]
* ''VideoGame/LeagueOfLegends'': Many large monsters in the jungle give power-ups when killed. Baron Nashor gives a powerful timed StatusBuff to your whole team if you defeat him, as does Vilemaw, his analogue on the Twisted Treeline map. Control of the "red" and "blue" buffs (as they're affectionately known) granted by the Brambleback and the Sentinel, respectively, is considered an important objective on Summoner's Rift. The Dragon normally provides a series of team-wide permanent buffs, but killing it five times in a single game results in a temporary boost that triples the bonuses of all the other four buffs.
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[[folder: MMORPG]]
* {{Elsword}}: There are "aura" and "potion" items dropped in dungeons (and randomly in PVP) that give whoever take them temporary buffs, such as [[QuadDamage stronger attacks]] or increased body size.
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[[folder: Platformer]]
* ''Franchise/SuperMarioBros'' franchise:
** The [[InvincibilityPowerUp Starman]], which debuted in ''VideoGame/SuperMarioBros'', is the TropeCodifier. It makes Mario flash different colors and inverts the game's usual CollisionDamage: rather than Mario dying on contact with enemies, the reverse becomes true. It is accompanied by an iconic PowerUpMotif and when the track ends, so does the effect. It is often placed directly before a sequence of enemies clustered close enough together that, if Mario defeats them all in rapid succession with the Starman, he can rack up large amounts of points, sometimes enough to earn a OneUp.
** The Fire and Ice Flowers and the Red Star which grants flight work this way in ''VideoGame/SuperMarioGalaxy''. Notably, the Fire Flower traditionally lasts [[SingleUseShield until Mario is hit]] in most previous games in the series. Here, it is usually placed only where it can be used to solve puzzles, and respawns as soon as the timer ends so that Mario can re-collect it and try the puzzle over again.
* ''VideoGame/KirbysReturnToDreamLand'': The "super abilities", as opposed to regular abilities, will go away after about a minute. It's to balance the fact that these abilities are VERY powerful and capable of clearing through levels and dealing major damage to enemies on his way.
* In the ''VideoGame/CrashBandicoot'' series, picking an Aku Aku mask gives you a SingleUseShield. However, if you collect 3 of them, you'll become invincible for about 30 seconds before Aku Aku reverts to its normal state.
* In ''VideoGame/SpyroYearOfTheDragon'', there are some pedestals which Spyro can run through to get a special ability, such as free flight or fireball breath, that lasts for a limited time depending on the place he gets it.
* ''VideoGame/SonicTheHedgehog'': Sonic's InvincibilityPowerUp and running shoes work on a timer.
* In ''VideoGame/TheAddamsFamily'' game for SegaGenesis, Gomez can collect a timed InvincibilityPowerUp in certain sections, as well as a helicopter cap that lets him fly for a limited time.
* ''VideoGame/SpongeBobSquarePantsSuperSponge'' features items like the Karate Glove, Squeaky Boots, and Glove World Balloon which each last for the short time. Respectively, they grant you karate chops, walking on spikes, and floaty jumps.
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[[folder: Racing Game]]
* ''Franchise/SuperMarioKart'':
** The [[InvincibilityPowerUp Starman]] from the ''Franchise/SuperMarioBros'' platformers returns in the ''Franchise/SuperMarioKart'' games, where it not only confers invincibility and [[InvertedTrope inverts]] CollisionDamage but also increases the user's speed and acceleration for the duration.
** The Bullet Bill and Chain Chomp do all of the above, plus vastly increase the player's hitbox and put their kart on auto-pilot. The latter effect can turn this into a PowerUpLetDown when it causes the player to miss lucrative shortcuts and item boxes or otherwise take a sub-optimal route.
** The Golden Mushroom allows the user to use an unlimited number of speed boosts (identical to the single-use Mushroom PowerUp) for a limited time. Tends to [[PowerUpLetDown make the user hard to control]] unless they're lucky enough to get it right before a series of straightaways. It also takes up an item slot until the effect expires, which tends to last ''just'' long enough to [[PowerUpLetDown make them miss the next item box]].
** The Lightning Bolt is something of an inversion; rather than boosting the user directly, it [[StandardStatusEffects shrinks]] every opponent on the track, slowing them down and making them vulnerable to getting run over by the sole normal-sized player left. The effect wears off after a short time.
** Similar to the Lightning Bolt, the Blooper covers all enemies' screens in [[StandardStatusEffects blinding]] ink for a short time. In the NintendoDS versions it's [[UselessUsefulSpell pretty easy for a human player to steer by the map on the second screen]], but [[AIBreaker computer-controlled karts will veer wildly]].
* The All-Star power-up in ''VideoGame/SonicAndAllStarsRacingTransformed'' makes you temporarily faster and invincible.
* ''VideoGame/MickeysSpeedwayUSA'' features the Shield Shell, which is the equivalent of the ''Mario Kart'' Starman and grants you temporary invincibility.
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[[folder: Roguelike]]
* ''VideoGame/DungeonsOfDredmor'' has certain rooms that grant a temporary one-time bonus if you step on a tile, drink from a fountain, or whatnot.
* While most power-ups in ''VideoGame/TheBindingOfIsaac'' last until you leave the current room, there's still a few of these. The Chariot card, for example, makes you temporarily invulnerable and lets you deal damage to enemies by charging into them, and the Rune of Algiz gives you a temporary shield that blocks all damage.
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[[folder: Non-Video-Game Examples]]
[[AC: Comic Books]]
* The [[TheGoldenAgeofComicBooks Golden Age]] DCComics hero Hourman took special "Miraclo pills" that gave him super powers for exactly one hour.

[[AC: Western Animation]]
* ''WesternAnimation/BugsBunny'' short "Super-Rabbit". A scientist creates "super carrots" through the application of AppliedPhlebotinum and gives them to Bugs. Bugs gains super powers from eating them, but only for a limited time (exactly how long they last depends on RuleOfFunny).
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