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{{rewrite-expand|add the time limit appearances from other platform games with a time limit}} | |||
[[File:Night Falls.jpg|thumb|220px|The time limit about to expire in ''[[Super Mario 3D World]]'']] | [[File:Night Falls.jpg|thumb|220px|The time limit about to expire in ''[[Super Mario 3D World]]'']] | ||
A '''Time Limit''' (alternatively '''time limit'''), or simply '''Time | A '''Time Limit''' (alternatively '''time limit'''), or simply '''Time''', is a recurring feature in the ''[[Super Mario (series)|Super Mario]]'' series, and its basic purpose is to notify the player of how much time is allotted to complete a [[level]] or task. In general, if the timer reaches zero, the player loses one life regardless of their power-up form, including [[Invincible Mario|invincibility]] from a [[Super Star]], even if the player has defeated a level's boss. If time runs out when the player has no more lives, the player receives a [[Game Over]]. A timer's count is approximately 0.6 or 0.7 seconds in most games. | ||
When the time limit decreases to 100 time units (10 time units in ''[[Super Mario Run]]'', except in Toad Rally) or below, the jingle "[[Hurry Up]]" plays to alert the player is running low on time and the level's music speeds up (except in ''[[Super Mario Land]]'', where the music is just played faster without the jingle). In ''[[Super Mario 3D Land]]'', ''[[New Super Mario Bros. 2]]'', and ''[[Super Mario 3D World]]'', the time limit glows red when it reaches 100 time units, and in those games and ''[[Super Mario Land 2: 6 Golden Coins]]'', it also beeps for every time unit at the last 10 time units (in ''Super Mario Run'', the timer turns red and the jingle plays at 10 units, while the beeps start at five units). In ''[[Super Mario Bros. Wonder]]'', the last five time units are shown in the center. | When the time limit decreases to 100 time units (10 time units in ''[[Super Mario Run]]'', except in Toad Rally) or below, the jingle "[[Hurry Up]]" plays to alert the player is running low on time and the level's music speeds up (except in ''[[Super Mario Land]]'', where the music is just played faster without the jingle). In ''[[Super Mario 3D Land]]'', ''[[New Super Mario Bros. 2]]'', and ''[[Super Mario 3D World]]'', the time limit glows red when it reaches 100 time units, and in those games and ''[[Super Mario Land 2: 6 Golden Coins]]'', it also beeps for every time unit at the last 10 time units (in ''Super Mario Run'', the timer turns red and the jingle plays at 10 units, while the beeps start at five units). In ''[[Super Mario Bros. Wonder]]'', the last five time units are shown in the center. | ||
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==History== | ==History== | ||
===''Super Mario'' series=== | ===''Super Mario'' series=== | ||
Only two 2D ''Super Mario'' games lack time limits, those being ''[[Super Mario Bros. 2]]'' (which is due to it being a re-skin of ''[[Yume Kōjō: Doki Doki Panic]]'', though [[Subspace]] has a time limit for how long one can stay) and ''Super Mario Bros. Wonder'' (though some of its [[Wonder Effect]]s are timed). | Only two 2D ''Super Mario'' games lack time limits, those being ''[[Super Mario Bros. 2]]'' (which is due to it being a re-skin of ''[[Yume Kōjō: Doki Doki Panic]]'', though [[Subspace]] has a time limit for how long one can stay) and ''Super Mario Bros. Wonder'' (though some of its [[Wonder Effect]]s are timed). | ||
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====''Super Mario Bros. 3'' / ''Super Mario Advance 4: Super Mario Bros. 3''==== | ====''Super Mario Bros. 3'' / ''Super Mario Advance 4: Super Mario Bros. 3''==== | ||
[[File:SMB3 timer design.png|right]] | [[File:SMB3 timer design.png|right]] | ||
In ''[[Super Mario Bros. 3]]'', most stages have a time limit of 300 time units, due to the game having much shorter levels. [[World 6-5 (Super Mario Bros. 3)|World 6-5]], {{world link|8|fort|World 8-Fortress}}, and {{world link|8|bowser3|World 8-Bowser's Castle (Super Mario Bros. 3)}} are the only three stages that have a time limit of 400 units. All of the Hammer Bros. [[Enemy Course]]s and some very short stages, such as {{world link|2|desert|World 2-Desert}}, have a time limit of 200 units; the map screen's pipe tunnels also have this limit in the original NES version. | In ''[[Super Mario Bros. 3]]'', most stages have a time limit of 300 time units, due to the game having much shorter levels. [[World 6-5 (Super Mario Bros. 3)|World 6-5]], {{world-link|8|fort|World 8-Fortress}}, and {{world-link|8|bowser3|World 8-Bowser's Castle (Super Mario Bros. 3)}} are the only three stages that have a time limit of 400 units. All of the Hammer Bros. [[Enemy Course]]s and some very short stages, such as {{world-link|2|desert|World 2-Desert}}, have a time limit of 200 units; the map screen's pipe tunnels also have this limit in the original NES version. | ||
One time unit is approximately 0.68 seconds, so a level with a time limit of 300 has a real-time limit of 204 seconds. | One time unit is approximately 0.68 seconds, so a level with a time limit of 300 has a real-time limit of 204 seconds. | ||
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In the GBA version, Bowser's [[Front Door]] time limit of 400 seconds is doubled to 800 seconds, his [[Back Door]] time limit is increased from 400 seconds to 600 seconds, and the timer keeps running in the final battle but stops while a [[Metal ball|Big Steely]] is on the screen. Additionally, the time bonus is: | In the GBA version, Bowser's [[Front Door]] time limit of 400 seconds is doubled to 800 seconds, his [[Back Door]] time limit is increased from 400 seconds to 600 seconds, and the timer keeps running in the final battle but stops while a [[Metal ball|Big Steely]] is on the screen. Additionally, the time bonus is: | ||
*×100 for defeating [[Reznor]]s and the [[Big Boo]] as well as touching the [[ | *×100 for defeating [[Reznor]]s and the [[Big Boo]] as well as touching the [[Magic Ball]] in the [[Sunken Ghost Ship]]. | ||
*×200 for defeating the Koopalings and clearing [[Special Zone]] levels. | *×200 for defeating the Koopalings and clearing [[Special Zone]] levels. | ||
*×500 for defeating Bowser. | *×500 for defeating Bowser. | ||
[[List of Super Mario World glitches#Green Berries and music speed|A glitch]] involves letting the timer drop below 100 seconds to make the music speed up, then using Yoshi to eat a Green Berry to bring the time limit back above 100 seconds. When the timer reaches 100 seconds again, the music speeds up a second time; this can be repeated several times to make the game music play very fast. | [[List of Super Mario World glitches#Green Berries and music speed|A glitch]] involves letting the timer drop below 100 seconds to make the music speed up, then using Yoshi to eat a Green Berry to bring the time limit back above 100 seconds. When the timer reaches 100 seconds again, the music speeds up a second time; this can be repeated several times to make the game music play very fast. | ||
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====''New Super Mario Bros.''==== | ====''New Super Mario Bros.''==== | ||
[[File:NSMB timer design.png|right]] | [[File:NSMB timer design.png|right]] | ||
Starting in ''[[New Super Mario Bros.]]'', time limits vary depending on the level type. One time unit lasts 0.75 seconds, so a level with a time limit of 400 has a real-time limit of 300 seconds. Short levels have time limits of 300 time units, most normal stages and Ghost Houses have a time limit of 400 units, and longer levels, [[tower]]s, and castles have a time limit of 500 units, with the sole exception of {{world link|2|towern|World 2-Tower (New Super Mario Bros.)}}, which has a time limit of 300 units. | Starting in ''[[New Super Mario Bros.]]'', time limits vary depending on the level type. One time unit lasts 0.75 seconds, so a level with a time limit of 400 has a real-time limit of 300 seconds. Short levels have time limits of 300 time units, most normal stages and Ghost Houses have a time limit of 400 units, and longer levels, [[tower]]s, and castles have a time limit of 500 units, with the sole exception of {{world-link|2|towern|World 2-Tower (New Super Mario Bros.)}}, which has a time limit of 300 units. | ||
In this game, Bowser's Castle has a time limit of 800 time units. | In this game, Bowser's Castle has a time limit of 800 time units. | ||
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====''Super Mario 3D Land''==== | ====''Super Mario 3D Land''==== | ||
[[File:SM3DL timer design.png|right|thumb|The timer design in ''[[Super Mario 3D Land]]'']] | [[File:SM3DL timer design.png|right|thumb|The timer design in ''[[Super Mario 3D Land]]'']] | ||
Due to ''[[Super Mario 3D Land]]'' lacking a score system, a [[coin]] is added to the coin count for every 10 time units remaining instead (except in {{world link|8|bowser3d|World 8-Bowser: Part 2}}: Part 2), truncating the remainder. Additionally, the player loses a life one second after the onscreen limit reaches zero. | Due to ''[[Super Mario 3D Land]]'' lacking a score system, a [[coin]] is added to the coin count for every 10 time units remaining instead (except in {{world-link|8|bowser3d|World 8-Bowser: Part 2}}: Part 2), truncating the remainder. Additionally, the player loses a life one second after the onscreen limit reaches zero. | ||
One time unit lasts 0.7375 seconds, so a level with a time limit of 400 has a real-time limit of 295 seconds. | One time unit lasts 0.7375 seconds, so a level with a time limit of 400 has a real-time limit of 295 seconds. | ||
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[[File:SM3DW timer design.png|90px|right|thumb|The timer design in ''[[Super Mario 3D World]]'']] | [[File:SM3DW timer design.png|90px|right|thumb|The timer design in ''[[Super Mario 3D World]]'']] | ||
The time limit reappears in ''[[Super Mario 3D World]]'' and ''[[Super Mario 3D World + Bowser's Fury]]'', working as it does in ''Super Mario 3D Land'', though it once again gives points instead. Certain courses (such as [[Pretty Plaza Panic]]) have a 100-second time limit, and some courses (such as [[Night Falls on Really Rolling Hills]]) even have a 30-second time limit. The + Clocks also return, working as they do in ''Super Mario 3D Land''. | The time limit reappears in ''[[Super Mario 3D World]]'' and ''[[Super Mario 3D World + Bowser's Fury]]'', working as it does in ''Super Mario 3D Land'', though it once again gives points instead. Certain courses (such as [[Pretty Plaza Panic]]) have a 100-second time limit, and some courses (such as [[Night Falls on Really Rolling Hills]]) even have a 30-second time limit. The + Clocks also return, working as they do in ''Super Mario 3D Land''. | ||
====''Super Mario Maker'' / ''Super Mario Maker for Nintendo 3DS''==== | ====''Super Mario Maker'' / ''Super Mario Maker for Nintendo 3DS''==== | ||
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====''Super Mario Run''==== | ====''Super Mario Run''==== | ||
In ''[[Super Mario Run]]'', there is a time limit for every course in World Tour except for [[How to Play]]. Courses can start with different time limits, usually 60, 90, or 99. The course [[Scaredy Rat Race]] with [[Black Coin]]s has an extremely low time limit, starting at 10 seconds. The player can hit [[Time Block]]s to increase the time. In [[Bowser's Bob-ombing Run]], hitting Bowser with a [[Bob-omb]] has the same effect. [[Pause Block]]s stop the timer from counting down while the player stands on them | In ''[[Super Mario Run]]'', there is a time limit for every course in World Tour except for [[How to Play]]. Courses can start with different time limits, usually 60, 90, or 99. The course [[Scaredy Rat Race]] with [[Black Coin]]s has an extremely low time limit, starting at 10 seconds. The player can hit [[Time Block]]s to increase the time. In [[Bowser's Bob-ombing Run]], hitting Bowser with a [[Bob-omb]] has the same effect. [[Pause Block]]s stop the timer from counting down while the player stands on them. The maximum number of seconds is 99. The player has an infinite amount of time on [[Easy Mode]]. | ||
In Toad Rally, each run starts at 60 seconds, and there is no way to extend or stop the timer | In Toad Rally, each run starts at 60 seconds, and there is no way to extend or stop the timer. [[Super Mario Run#Remix 10|Remix 10]] does not have time limits on any course. | ||
====''Super Mario Maker 2''==== | ====''Super Mario Maker 2''==== | ||
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The [[Nintendo Switch]] remake features [[Time Attack (Mario vs. Donkey Kong for Nintendo Switch)|Time Attack]], an unlockable mode that can be played on both regular and Plus levels after [[Vs. Donkey Kong]] and [[Vs. Donkey Kong Plus]], respectively, have been completed. The mode's target time of the level acts as a facsimile to the time limit, as the player is instantly defeated if the timer counts up to the target time before they even complete the level. The timer in the Time Attack mode increments in real time, but it is paused during level transitions in regular levels. | The [[Nintendo Switch]] remake features [[Time Attack (Mario vs. Donkey Kong for Nintendo Switch)|Time Attack]], an unlockable mode that can be played on both regular and Plus levels after [[Vs. Donkey Kong]] and [[Vs. Donkey Kong Plus]], respectively, have been completed. The mode's target time of the level acts as a facsimile to the time limit, as the player is instantly defeated if the timer counts up to the target time before they even complete the level. The timer in the Time Attack mode increments in real time, but it is paused during level transitions in regular levels. | ||
In the [[Easy Mode|Casual]] | In the [[Easy Mode|Casual]] play style exclusive to the remake, there is unlimited time for the player to complete the level, thus the time limit is displayed with an infinity symbol instead. | ||
====''Mario vs. Donkey Kong 2: March of the Minis''==== | ====''Mario vs. Donkey Kong 2: March of the Minis''==== | ||
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====''Mario Kart Arcade GP'' / ''Mario Kart Arcade GP 2'' / ''Mario Kart Arcade GP DX''==== | ====''Mario Kart Arcade GP'' / ''Mario Kart Arcade GP 2'' / ''Mario Kart Arcade GP DX''==== | ||
In ''[[Mario Kart Arcade GP]]'', ''[[Mario Kart Arcade GP 2]]'', and ''[[Mario Kart Arcade GP DX]]'', the player has a time limit to adjust their seat, choose a character to play as, take a picture of | In ''[[Mario Kart Arcade GP]]'', ''[[Mario Kart Arcade GP 2]]'', and ''[[Mario Kart Arcade GP DX]]'', the player has a time limit to adjust their seat, choose a character to play as, take a picture of themself, and choose a game mode. In Grand Prix, each race has a time limit, and the player must finish the race in first place within that time. The round does not count as being completed if time runs out, even if the player is in first place. | ||
====''Mario Kart Wii''==== | ====''Mario Kart Wii''==== | ||
In ''[[Mario Kart Wii]]''{{'}}s [[Battle Mode]], each course has a time limit of three minutes. When one minute remains, the timer slowly flashes red and stops counting down for three seconds (though it does not really stop in-game), after which the background music | In ''[[Mario Kart Wii]]''{{'}}s [[Battle Mode]], each course has a time limit of three minutes. When one minute remains, the timer slowly flashes red and stops counting down for three seconds (though it does not really stop in-game), after which the background music raises by a {{wp|semitone|half step}} and speeds up a bit. When 10 seconds remain, the timer again slowly flashes red, in addition to a high-pitched countdown sound playing at each second; when three seconds remain, a higher-pitched countdown sound plays. | ||
====''Mario Kart 7''==== | ====''Mario Kart 7''==== | ||
In ''[[Mario Kart 7]]''{{'}}s Battle Mode, each course has a time limit of two minutes. When 30 seconds are left, the timer slowly flashes red and stops counting down for three and a half seconds (though it does not really stop in-game), after which the background music | In ''[[Mario Kart 7]]''{{'}}s Battle Mode, each course has a time limit of two minutes. When 30 seconds are left, the timer slowly flashes red and stops counting down for three and a half seconds (though it does not really stop in-game), after which the background music raises by a half step and speeds up a bit. When 10 seconds are left, the timer again slowly flashes red. When five seconds are left, the higher-pitched countdown sound from ''Mario Kart Wii'' plays at each second, along with the timer appearing superimposed in the center of the top screen. | ||
====''Mario Kart 8'' / ''Mario Kart 8 Deluxe''==== | ====''Mario Kart 8'' / ''Mario Kart 8 Deluxe''==== | ||
In ''[[Mario Kart 8]]'' and ''[[Mario Kart 8 Deluxe]]''{{'}}s Battle Mode, the time limit can be adjusted from one to five minutes. When one minute remains, the timer flashes red for three seconds, after which the background music | In ''[[Mario Kart 8]]'' and ''[[Mario Kart 8 Deluxe]]''{{'}}s Battle Mode, the time limit can be adjusted from one to five minutes. When one minute remains, the timer flashes red for three seconds, after which the background music raises by a half step and speeds up a bit. When five seconds remain, the timer again flashes red and a countdown sound plays at each second. In Shine Thief, the timer starts when the first player touches the Shine Sprite, and it goes down from 20 (30 in team play). If the player holds on to the Shine Sprite when time is up, they will be the winner. | ||
==Comparison of platformer countdown speeds== | ==Comparison of platformer countdown speeds== | ||
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|426 | |426 | ||
|} | |} | ||
==See also== | ==See also== | ||
*[[Countdown Timer]] | *[[Countdown Timer]] | ||
==Trivia== | |||
*In older ''Super Mario Bros.'' games and ''Super Mario World'', if there are 1,000 seconds or more to complete the level, the first digit on the timer can be a letter, a blank space, or a piece of terrain (usually this glitch is present only in glitch levels, and in ''Super Mario World'' only by hacking). For example, if the timer displays █00 and the █ represents 36, the player has 3,600 seconds left to complete the level. From 4,000 seconds to 4,099 seconds, the timer has a negative number because the █ represents 40. The maximum time is 25,599 seconds. | |||
==References== | ==References== | ||
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{{SMM2}} | {{SMM2}} | ||
}} | }} | ||
[[Category:Terms]] | [[Category:Terms]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |