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A '''Time Limit''' or '''Timer''' is instituted in many [[Mario (series)|''Mario'' series]] games, especially early platformers.
{{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]]'']]
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.


==Time Limit in Platformers==
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.
All the ''Super Mario Bros.'' series (not including the ''[[Doki Doki Panic]]'' version of ''[[Super Mario Bros. 2]]''), ''Super Mario World'', and even ''New Super Mario Bros.'' have time limits in most levels, that is, a certain amount of seconds to find the level exit (or a secret exit in the case of ''World''). These limits usually start large (300/400), but are no less than 200 and are used as a means to keep the [[Player]] moving throughout the level, and not have a luxury of "waiting" for enemies to clear on their own by falling down a pit, for example. Faster music cuing the player to finish up the level occurs often if there are less than 100 left. Also, when a level is finished successfully, the time left is multiplied by a certain number, varying by game (often 50), and added to the player's [[Point|score]]. The timer speed goes approximately in half-seconds.


However, levels are designed in such a way that they can be beaten well before the time limit expires. If it does expire on a tortoise-moving player, a [[Extra Life|life]] will automatically be lost, along with a "time up" message before being returned to the level or map screen. Strangely, if the player starts at a midway point in a level after dying, the time resets all the way back up to the original starting time, making it easier to complete.
In earlier ''Super Mario'' games (up until ''[[Super Mario Advance 4: Super Mario Bros. 3]]''), when the time limit reaches zero, the text "Time Up" ("Time-Up" in the NES version of ''Super Mario Bros. 3'') is shown. However, recent games' English versions (starting in ''[[New Super Mario Bros.]]'') instead show "Time's Up!" as the former phrase lacks a copula and may be considered improper.


Some platformers levels use the time limit to provide an additional challenge.  An example is the ''[[Super Mario World]]'' level [[Funky (SMW)|Funky]].
Once the player finishes a level, the remaining time is multiplied by a number (usually 50) and then added to the player's score (or [[coin]] total in ''Super Mario 3D Land'').


Also, Super Mario Galaxy uses the time limit as a challenge (a legitimate one at that), but only while Red and some Purple Prankster Comets orbit the galaxy. These ones go by true time rather than half-seconds.
In most games, it is impossible to increase a level's time limit. However, some games, including ''[[Super Mario World]]'', ''Super Mario 3D Land'', and ''Super Mario 3D World'', feature a collectible (such as a [[fruit (Yoshi food)|Green Berry]] or a [[+ Clock]]) that allows the player to increase it.


== Time Limit in Spin-Offs ==
Time limits additionally appear in several other games, such as in the [[Mario Kart (series)|''Mario Kart'' series]], the [[Mario Party (series)|''Mario Party'' series]], the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], and various ''[[Super Mario (franchise)|Mario]]'' sports games where they function as a simple timer for a given game session.
Time limits appear in many ''Mario'' spin-off titles. In ''[[Super Mario Strikers]]'' and ''[[Mario Strikers Charged]]'', the match has a certain time limit which can be manually set from two to 15 minutes. If the scores are equal after the time has run out, a [[wikipedia:Sudden death (sport)|sudden death]] follows.


In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], the Time mode is one of the rules setting options for VS mode. After the set time limit has run out, the KO scores of the players are compared and the player with the most points wins.
==History==
===''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).


====''Super Mario Bros.'' / ''Super Mario Bros.: The Lost Levels''====
[[File:NES LL timer design.png|right|90px|thumb|The timer's design in ''[[Super Mario Bros.: The Lost Levels]]'']]
In ''[[Super Mario Bros.]]'' and ''[[Super Mario Bros.: The Lost Levels]]'', one in-game count lasts 0.4 seconds, which is 24 frames in 60Hz NTSC or 20 frames in 50Hz PAL.<ref>60 Hz = 60 frames per second, so the number of frames in 0.4 seconds = 0.4 * 60 = 24 frames. Likewise, 0.4 * 50 = 20 frames.</ref>
Most stages in this game have a time limit of 400 time units, which is 160 seconds in real time. Athletic levels, [[castle]]s, and some overworld levels have a time limit of 300 time units, which is 120 seconds in real time, with the exception of castles that are puzzles, which have a time limit of 400 time units.
In ''[[VS. Super Mario Bros.]]'', [[World 7-2 (Super Mario Bros.)|World 2-2]], [[World 4-1 (Super Mario Bros.)|World 4-1]], [[World 6-1 (Super Mario Bros.)|World 6-1]], [[World 7-1 (Super Mario Bros.)|World 7-1]], [[World 8-1 (Super Mario Bros.)|World 8-1]], and [[World 8-2 (Super Mario Bros.)|World 8-2]] have a time limit of 350 time units, which is 140 seconds in real time.
The original NES version of ''Super Mario Bros.'' does not give time bonuses for castles. However, the original version of ''Super Mario Bros.: The Lost Levels'' does. The ''[[Super Mario All-Stars]]'' versions of both games also give time bonuses for castles, but the ''[[Super Mario Bros. Deluxe]]'' versions do not, except for the Challenge Mode feature.
[[World C-4]] in ''Super Mario Bros.: The Lost Levels'' is the only level whose time limit is different in the original version (300) and in ''Super Mario All-Stars'' (400).
In the original ''Super Mario Bros.'' and ''Super Mario Bros: The Lost Levels'', running out of time as [[Fire Mario]] results in the player seeing a dead Mario sprite in Fire Mario's colors, seen nowhere else in the entire game. This is not present in the ''Super Mario All-Stars'' version, however.
====''Super Mario Bros. 3'' / ''Super Mario Advance 4: Super Mario Bros. 3''====
[[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.
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.
In ''[[Super Mario Advance 4: Super Mario Bros. 3]]'', the time bonus is ×100, ×200, and ×500 for defeating [[Boom Boom]], the [[Koopalings]], and [[Bowser]], respectively. The time bonus can also be doubled (like all gained [[point]]s) if the [[Teki Power Up! Tokuten x2!!|red switch card]] is active. The [[Timer yukkuri!|green switch card]] can also affect the time limit by slowing down the first 50 time units.
====''Super Mario Land''====
[[File:SML timer design.png|right]]
In ''[[Super Mario Land]]'', all levels start with a time limit of 400 time units. Each time unit lasts 40 frames, or two thirds of a second, meaning that the entire time limit for a level is approximately 266.67 seconds (or four minutes 26.67 seconds) in real time.
When the timer reaches 100 units, the tempo of the level's background music increases; the tempo is increased again upon the timer reaching 50 units. If time runs out, [[Mario]] loses a life and the message "TIME UP" is displayed in the bottom right corner of the screen. If Mario instead reaches the end of the level, 10 points are awarded for each remaining unit on the timer.
====''Super Mario World'' / ''Super Mario World: Super Mario Advance 2''====
[[File:SMW timer design.png|right]]
In ''[[Super Mario World]]'', one count of time is exactly 41 frames in the NTSC version and 35 frames in the PAL version. Most levels have a time limit of 300 seconds. Some levels, such as most [[Ghost House]]s (except for the [[Choco-Ghost House]] and [[Valley Ghost House]]), [[Yoshi's Island 2]], [[Donut Plains 1]], [[Donut Plains 2]], and [[2 Morton's Castle|#2 Morton's Castle]], have 400 seconds. [[Switch Palace]]s, the [[Top Secret Area]] (in the [[Super Mario World: Super Mario Advance 2|GBA version]] only), and [[Funky (level)|Funky]] have only 200 seconds, though it is possible to increase Funky's time limit by having [[Yoshi]] eat a [[Fruit (Yoshi food)|Green Berry]]. Due to the timer's absence during the final battle, there is no time bonus for defeating Bowser.
The time limit of [[3 Lemmy's Castle|#3 Lemmy's Castle]] differs by region. It is 300 seconds in the Japanese version and 400 seconds in international versions.
With the exception of the final boss fight with Bowser, if Mario somehow loses a life in a level with no time limit, the "TIME UP!" message is still displayed.
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 [[magic ball]] in the [[Sunken Ghost Ship]].
*×200 for defeating the Koopalings and clearing [[Special Zone]] levels.
*×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.
====''Super Mario Land 2: 6 Golden Coins''====
[[File:SML2 timer design.png|right]]
In ''[[Super Mario Land 2: 6 Golden Coins]]'', each time unit lasts 48 frames (or 0.8 seconds). Each level has a time limit of 400, 500, 600, or 700 time units, meaning that the total time limit for a level can be 320 seconds (five minutes 20 seconds), 400 seconds (six minutes 40 seconds), 480 seconds (eight minutes), or 560 seconds (nine minutes 20 seconds), respectively. There are three exceptions: [[Secret Course 6]], which has a time limit of only 200 time units (160 seconds, or two minutes 40 seconds); the [[Final Bosses: Three Mean Pigs!|final level of the Mario Zone]], which has a time limit of 300 time units (240 seconds, or four minutes); and [[Mario's castle]], which has a time limit of 900 time units (720 seconds, or 12 minutes).
When the timer reaches 100 units, a short jingle is played. The level's background music then restarts from the beginning, but its tempo is increased and its pitch is shifted up by two {{wp|semitone|half step}}s. When the timer reaches just 10 units, a beep is played for every remaining time unit that counts down. No message is displayed upon Mario losing a life if time runs out. Since this game does not feature a score, the amount of time remaining when Mario reaches the goal does not affect the game in any way.
====''Super Mario 64 DS''====
[[File:Super Mario 64 DS timer design.png|right]]
The VS mode in ''[[Super Mario 64 DS]]'' has a timer that counts down from 30 time units, with each unit lasting three seconds, so each round has a real-life limit of 90 seconds. Some [[minigame]]s in the [[Rec Room (Super Mario 64 DS)|Rec Room]] have time limits; a few minigames' time limits can be affected by choosing correctly or incorrectly.
====''New Super Mario Bros.''====
[[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.
In this game, Bowser's Castle has a time limit of 800 time units.
Minigames with time limits return in this game.
====''Super Mario Galaxy''====
In ''[[Super Mario Galaxy]]'', the [[Bob-omb Blasting]] minigame has a time limit of 30 seconds. If the player does not do the task within that time, they can simply try again. The mission [[Star Bunnies in the Snow]] has a time limit of 150 seconds. If the player does not complete the mission within that time, they lose a life. Some [[Prankster Comet]]s (mainly Speedy Comets) also have time limits. If time runs out in any of them, the player loses a life.
====''New Super Mario Bros. Wii''====
The time limit reappears in ''[[New Super Mario Bros. Wii]]'', where time limits once again depend on the level type. Short levels have a time limit of 400 seconds, while normal levels and [[airship]]s have 500 seconds as the time limit. Longer levels, towers, and castles have 600 to 700 seconds. This is mainly due to the levels being slightly longer. Ghost Houses vary in time, being either 500 or 600 seconds. [[World 9-4 (New Super Mario Bros. Wii)|World 9-4]] and [[World 9-8 (New Super Mario Bros. Wii)|World 9-8]] do not follow this rule, as their time limits are 300 seconds instead. [[World 8-Bowser's Castle (New Super Mario Bros. Wii)|Bowser's Castle]] has a time limit of 700 seconds, which carries on to most other versions of [[Bowser's Castle|the level]] in the ''New Super Mario Bros.'' series.
Additionally, respawning at a [[Checkpoint Flag]] after losing a life causes the time limit to be reduced by 200 seconds (e.g., if a level has a starting time limit of 500 seconds, it will have a time limit of 300 seconds when the level is restarted from the Checkpoint Flag). This behavior carries on to future games, excluding the ''Super Mario Maker'' series.
Also, if the game is played in multiplayer mode, 100 seconds will be added to the default time limit (e.g., if a level has a default time limit of 500 seconds, that level will have 600 seconds in multiplayer mode).
====''Super Mario Galaxy 2''====
In ''[[Super Mario Galaxy 2]]'', the [[Crate Burning]] minigame has a time limit of 20 seconds. The player can simply try again if they do not do the task within that time. Each of [[The Chimp]]'s challenges except [[The Chimp's Bowling Challenge]] has a time limit. If the player fails a challenge he delivered by [[letter|mail]], the player loses a life. Prankster Comets with time limits return in this game, behaving the same as in ''Super Mario Galaxy'', though the time limit is removed once the [[Power Star]] appears.
====''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.
One time unit lasts 0.7375 seconds, so a level with a time limit of 400 has a real-time limit of 295 seconds.
In {{world|8|bowser3d|World 8-Bowser: Part 2}}: Part 2, the timer resets when the player reaches the final boss battle.
The time limit can be increased by collecting a [[+ Clock]]. The amount added depends on whether it is a cyan clock (10 units) or green clock (100 units). In certain Special World courses, the time limit starts at 30 units, and it must be extended by collecting cyan clocks or beating certain enemies that hold cyan clocks (mostly [[Goomba]]s) to keep it from expiring.
In this game, the time limit's indicator (the icon of which is a + Clock) blinks briefly when it reaches 200 units or 50 units and starts to glow red when the timer falls below 100 units. When there are only 10 units remaining, the indicator beeps every second.
====''New Super Mario Bros. 2''====
[[File:NSMB2 timer design.png|right]]
The time limit reappears in ''[[New Super Mario Bros. 2]]'', where one time unit lasts 0.75 seconds, so a level with a time limit of 400 has a real-time limit of 300 seconds. The time limit's indicator glows red under 100 time units and beeps every second for the last 10 units, as it does in ''Super Mario 3D Land''. For unknown reasons, the words "Time's Up!" do not appear when the timer reaches zero.
In the game's [[Coin Rush]] mode, most levels have a time limit of 100 seconds, though some courses, such as [[World 1-1 (New Super Mario Bros. 2)|World 1-1]] and the [[Third Course (Coin Challenge Pack A)|third course]] of [[Coin Challenge Pack A]], start with only 50 and 20 seconds, respectively. It can be increased by passing a Checkpoint Flag (which adds 50 seconds or 100 seconds) or by grabbing + Clocks, though green ones add only 50 seconds to the timer instead, unlike in ''Super Mario 3D Land''. Like in ''Super Mario 3D Land'', the remaining time is converted to coins, with a coin gained for every five seconds remaining.
====''New Super Mario Bros. U'' / ''New Super Luigi U'' / ''New Super Mario Bros. U Deluxe''====
The time limit reappears in ''[[New Super Mario Bros. U]]'' and ''[[New Super Mario Bros. U Deluxe]]''.
Every level in ''[[New Super Luigi U]]'' starts at 100 seconds. 100 seconds are added to the timer when the player enters a boss door, while 250 seconds are added before the player fights [[Bowser]]. Each in-game count lasts one second in ''New Super Luigi U''.
In ''New Super Mario Bros. U Deluxe'', if [[Nabbit]] and/or [[Toadette]] is/are used in a level, only 100 seconds will be added to the timer, even if both characters are present.
====''Super Mario 3D World'' / ''Super Mario 3D World + Bowser's Fury''====
[[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''.
[[Mystery House]]s instead use the same time limit as Mystery Boxes for each challenge (the normal time limit has its digits replaced with dashes).
====''Super Mario Maker'' / ''Super Mario Maker for Nintendo 3DS''====
The time limit reappears in ''[[Super Mario Maker]]'' and ''[[Super Mario Maker for Nintendo 3DS]]'', where each count lasts exactly one second. The time limit of a level can be set in the editor from 10 seconds to 500 seconds and can only be a multiple of 10. In the [[List of Super Mario Maker pre-release and unused content#E3 2014|E3 2014 demo]], the timer's maximum limit was set to 999, but it was changed to 500 in the final version of the game.
====''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, as does floating inside a [[bubble]]. The maximum number of seconds is 99; trying to gain more time than that keeps the timer at 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. Time Blocks do not appear, while Pause Blocks and bubbles do not affect the clock. [[Super Mario Run#Remix 10|Remix 10]] does not have time limits on any course.
====''Super Mario Maker 2''====
The time limit reappears in ''[[Super Mario Maker 2]]'', working as it does in ''Super Mario Maker''. In the online multiplayer mode of this game, if the time limit reaches zero, all players restart the course in Multiplayer Co-op, while in Multiplayer Versus, it is considered a tie, with remaining players having their Versus Rating unchanged.
In the ''Super Mario 3D World'' style, the indicator glows red when the timer is below 100 seconds, but it does not beep for the last 10 seconds.
===''Mario & Wario''===
In ''[[Mario & Wario]]'', a variation of the usual timer called the '''Time Gauge''' (タイムゲージ)<ref>''Mario & Wario'' instruction booklet, pages 6 & 10.</ref> appears, and it is represented by a bar rather than numbers.
===''Wario Land: Super Mario Land 3''===
In ''[[Wario Land: Super Mario Land 3]]'', all levels start with a time limit of 400 time units, and each time unit lasts 64 frames (or approximately 1.06 seconds). This means that the total time limit in a level lasts approximately 426.67 seconds (or seven minutes 6.67 seconds).
When the timer reaches 100 units, a series of three quick beeps plays, and the background music restarts with its tempo increased and its pitch shifted up by one semitone. A slower beep is played when the timer reaches three units, two units, and one unit respectively, and a final beep of a higher pitch is played when the timer reaches zero units. If time runs out, [[Wario]] loses a life, and a short "TIME UP" cutscene is played, where a hand picks up a startled Wario by his overalls. The amount of time remaining when Wario reaches the goal does not affect the game.
===''Mario Party'' series===
[[File:Roll Call - Mario Party Superstars.png|thumb|The time limit in [[Roll Call (minigame)|Roll Call]] in ''[[Mario Party Superstars]]'']]
In the [[Mario Party (series)|''Mario Party'' series]], various [[minigame]]s have time limits (usually thirty or sixty seconds). In most of these minigames, players must do the required tasks until time is up, while in others, players must do the required tasks before time is up. Some minigames, such as [[Odd Card Out]] and [[10 to Win]], have a time limit per round or turn (usually five or ten seconds). In most minigames that can last as long as ten, five, four, three, or two minutes, a timer does not appear until thirty or sixty seconds are left. In a few minigames that have short time limits (usually thirty or ten seconds), such as [[Rock, Paper, Mario]] and [[Bob-omb Combo]], a timer does not appear until five seconds remain. In a few minigames, such as [[Balloon of Doom]] and [[Head Waiter]], a player loses if they do nothing within the time limit, while in others, such as [[Scaldin' Cauldron]] and [[Cardiators]], a player automatically does a required task if time runs out.
When the announcer calls out ''"Start!"'' or ''"Go!"'' (or the first whistle plays in ''[[Mario Party Advance]]'', ''[[Mario Party DS]]'', and ''[[Mario Party 10]]''), the timer starts. When there are only five seconds left, the timer flashes red. When a whole minigame's time limit is up, the announcer calls out ''"Finish!"'' (or the final whistle plays in ''Mario Party Advance'', ''Mario Party DS'', and ''Mario Party 10'').
Some events on [[board (Mario Party series)|board]]s have short time limits. In some of those events, players can do the events' tasks until time runs out. In other events, players must do the tasks before time runs out.
===''Super Smash Bros.'' series===
In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], the time limit for timed matches can be set to a maximum of 99 minutes. The announcer counts down from five once there are five seconds left in a timed match. In ''[[Super Smash Bros.]]'' for the [[Nintendo 64]], the announcer says, ''"Time up!"'' once the timer expires. The phrase is instead ''"Time!"'' in the English versions since ''[[Super Smash Bros. Melee]]''. In addition to the changed phrase, the regular timer changes to large numbers in the center of the screen.
In the games' Classic Modes, letting the timer expire causes the player to get a [[Game Over]].
===''Mario vs. Donkey Kong'' series===
====''Mario vs. Donkey Kong''====
In ''[[Mario vs. Donkey Kong]]'' and [[Mario vs. Donkey Kong (Nintendo Switch)|its Nintendo Switch remake]], most levels have a timer with 120 or 150 seconds. The levels [[Donkey Kong (level)|Donkey Kong]] and [[Donkey Kong Plus]] have the highest time limit of 300 seconds. For every second left on the timer when the level is beaten, the player is awarded 1,000 points. If there are two areas in a level, the time remaining in the first area is added to the time limit of the second area. In the Japanese and European versions of the original game, an animation of the first area's time limit entering the door with Mario and combining with the second area's time limit was added.
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]] playstyle 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''====
In ''[[Mario vs. Donkey Kong 2: March of the Minis]]'', the time limit does not start counting down until the player activates a [[Mini]] or picks up [[Color Block (Mario vs. Donkey Kong 2: March of the Minis)|Color Block]]s. The time limit begins at 300 seconds of a "Time Bonus." 10 points are given for every second left in the Time Bonus when the player beats the level. Once the Time Bonus reaches zero, the text turns blue and changes to read "Time Left," giving the player another 300 seconds to beat the level. Letting this time limit run out causes the player to lose the level.
All of the fights with [[Donkey Kong]] have a time limit of 180 seconds.
===''Mario Kart'' series===
====''Mario Kart: Double Dash!!''====
In ''[[Mario Kart: Double Dash!!]]'', all [[Battle Mode#Shine Thief|Shine Thief]] games have a time limit, and the team who gets the [[Shine Sprite]] first starts the timer. The team that has the Shine Sprite when time runs out wins the game.
====''Mario Kart DS''====
In ''[[Mario Kart DS]]'', all the missions in the [[Mario Kart DS#Missions|Missions mode]] except those that involve racing against CPU opponents, enemies, or an object have time limits. When five seconds are left, the countdown appears superimposed in the top center of the top screen. If time runs out, the player fails the mission, but they can try again.
====''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 themselves, 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''====
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 goes up 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''====
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 goes up 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''====
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 goes up 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==
{|class="wikitable sortable" style="max-width:800px"
|-
! Game(s) !! Real-time seconds per 400 units
|-
|''[[Super Mario Bros.]]'' / ''[[Super Mario Bros.: The Lost Levels]]'' / ''[[Super Mario Bros. Deluxe]]''
|160 (NTSC) / 133 (PAL)
|-
|''[[Super Mario Bros. 3]]'' / ''[[Super Mario Advance 4: Super Mario Bros. 3]]''
|272
|-
|''[[Super Mario Land]]''
|266
|-
|''[[Super Mario World]]'' / ''[[Super Mario World: Super Mario Advance 2]]''
|273 (NTSC) / 233 (PAL)
|-
|''[[Super Mario Land 2: 6 Golden Coins]]''
|320
|-
|''[[Super Mario 64 DS]]'' (VS mode)
|1,200
|-
|''[[New Super Mario Bros.]]''
|300
|-
|''[[Super Mario 3D Land]]''
|295
|-
|''[[New Super Mario Bros. 2]]''
|300
|-
|''[[New Super Mario Bros. U]]''
|300
|-
|''[[New Super Luigi U]]''
|400
|-
|''[[Super Mario 3D World]]''
|295
|-
|''[[Super Mario Maker]]'' / ''[[Super Mario Maker for Nintendo 3DS]]''
|400
|-
|''[[Super Mario Maker 2]]''
|400
|-
|''[[Wario Land: Super Mario Land 3]]''
|426
|}
==See also==
*[[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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[[Category:Terms]]
[[Category:Terms]]
[[Category:Game Mechanics]]
[[Category:Game mechanics]]
[[Category:Super Mario Bros.]]
[[Category:Super Mario Bros. 3]]
[[Category:Super Mario Bros.: The Lost Levels]]
[[Category:Super Mario Land]]
[[Category:Super Mario World]]
[[Category:Super Mario Land 2: 6 Golden Coins]]
[[Category:Mario & Wario]]
[[Category:Wario Land: Super Mario Land 3]]
[[Category:New Super Mario Bros.]]
[[Category:New Super Mario Bros. Wii]]
[[Category:Super Mario 3D Land]]
[[Category:Super Mario 3D World]]
[[Category:New Super Mario Bros. 2]]
[[Category:New Super Mario Bros. U]]
[[Category:Luigi's Mansion: Dark Moon]]
[[Category:New Super Luigi U]]

Latest revision as of 19:08, November 24, 2024

It has been requested that this article be rewritten and expanded to include more information. Reason: add the time limit appearances from other platform games with a time limit

Night Falls on Really Rolling Hills level of Super Mario 3D World
The time limit about to expire in Super Mario 3D World

A Time Limit (alternatively time limit), or simply Time, is a recurring feature in the 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 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.

In earlier Super Mario games (up until Super Mario Advance 4: Super Mario Bros. 3), when the time limit reaches zero, the text "Time Up" ("Time-Up" in the NES version of Super Mario Bros. 3) is shown. However, recent games' English versions (starting in New Super Mario Bros.) instead show "Time's Up!" as the former phrase lacks a copula and may be considered improper.

Once the player finishes a level, the remaining time is multiplied by a number (usually 50) and then added to the player's score (or coin total in Super Mario 3D Land).

In most games, it is impossible to increase a level's time limit. However, some games, including Super Mario World, Super Mario 3D Land, and Super Mario 3D World, feature a collectible (such as a Green Berry or a + Clock) that allows the player to increase it.

Time limits additionally appear in several other games, such as in the Mario Kart series, the Mario Party series, the Super Smash Bros. series, and various Mario sports games where they function as a simple timer for a given game session.

History[edit]

Super Mario series[edit]

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 Effects are timed).

Super Mario Bros. / Super Mario Bros.: The Lost Levels[edit]

The Time Limit clock design in Super Mario Bros.: The Lost Levels

In Super Mario Bros. and Super Mario Bros.: The Lost Levels, one in-game count lasts 0.4 seconds, which is 24 frames in 60Hz NTSC or 20 frames in 50Hz PAL.[1]

Most stages in this game have a time limit of 400 time units, which is 160 seconds in real time. Athletic levels, castles, and some overworld levels have a time limit of 300 time units, which is 120 seconds in real time, with the exception of castles that are puzzles, which have a time limit of 400 time units.

In VS. Super Mario Bros., World 2-2, World 4-1, World 6-1, World 7-1, World 8-1, and World 8-2 have a time limit of 350 time units, which is 140 seconds in real time.

The original NES version of Super Mario Bros. does not give time bonuses for castles. However, the original version of Super Mario Bros.: The Lost Levels does. The Super Mario All-Stars versions of both games also give time bonuses for castles, but the Super Mario Bros. Deluxe versions do not, except for the Challenge Mode feature.

World C-4 in Super Mario Bros.: The Lost Levels is the only level whose time limit is different in the original version (300) and in Super Mario All-Stars (400).

In the original Super Mario Bros. and Super Mario Bros: The Lost Levels, running out of time as Fire Mario results in the player seeing a dead Mario sprite in Fire Mario's colors, seen nowhere else in the entire game. This is not present in the Super Mario All-Stars version, however.

Super Mario Bros. 3 / Super Mario Advance 4: Super Mario Bros. 3[edit]

The Time Limit clock design in Super Mario Bros. 3 and Super Mario Bros. 3 (lift microgame).

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, World 8-Fortress, and World 8-Bowser's Castle are the only three stages that have a time limit of 400 units. All of the Hammer Bros. Enemy Courses and some very short stages, such as 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.

In Super Mario Advance 4: Super Mario Bros. 3, the time bonus is ×100, ×200, and ×500 for defeating Boom Boom, the Koopalings, and Bowser, respectively. The time bonus can also be doubled (like all gained points) if the red switch card is active. The green switch card can also affect the time limit by slowing down the first 50 time units.

Super Mario Land[edit]

The Time Limit clock design in Super Mario Land.

In Super Mario Land, all levels start with a time limit of 400 time units. Each time unit lasts 40 frames, or two thirds of a second, meaning that the entire time limit for a level is approximately 266.67 seconds (or four minutes 26.67 seconds) in real time.

When the timer reaches 100 units, the tempo of the level's background music increases; the tempo is increased again upon the timer reaching 50 units. If time runs out, Mario loses a life and the message "TIME UP" is displayed in the bottom right corner of the screen. If Mario instead reaches the end of the level, 10 points are awarded for each remaining unit on the timer.

Super Mario World / Super Mario World: Super Mario Advance 2[edit]

The Time Limit clock design in Super Mario World

In Super Mario World, one count of time is exactly 41 frames in the NTSC version and 35 frames in the PAL version. Most levels have a time limit of 300 seconds. Some levels, such as most Ghost Houses (except for the Choco-Ghost House and Valley Ghost House), Yoshi's Island 2, Donut Plains 1, Donut Plains 2, and #2 Morton's Castle, have 400 seconds. Switch Palaces, the Top Secret Area (in the GBA version only), and Funky have only 200 seconds, though it is possible to increase Funky's time limit by having Yoshi eat a Green Berry. Due to the timer's absence during the final battle, there is no time bonus for defeating Bowser.

The time limit of #3 Lemmy's Castle differs by region. It is 300 seconds in the Japanese version and 400 seconds in international versions.

With the exception of the final boss fight with Bowser, if Mario somehow loses a life in a level with no time limit, the "TIME UP!" message is still displayed.

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 Big Steely is on the screen. Additionally, the time bonus is:

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.

Super Mario Land 2: 6 Golden Coins[edit]

The Time Limit clock design in Super Mario Land 2: 6 Golden Coins.

In Super Mario Land 2: 6 Golden Coins, each time unit lasts 48 frames (or 0.8 seconds). Each level has a time limit of 400, 500, 600, or 700 time units, meaning that the total time limit for a level can be 320 seconds (five minutes 20 seconds), 400 seconds (six minutes 40 seconds), 480 seconds (eight minutes), or 560 seconds (nine minutes 20 seconds), respectively. There are three exceptions: Secret Course 6, which has a time limit of only 200 time units (160 seconds, or two minutes 40 seconds); the final level of the Mario Zone, which has a time limit of 300 time units (240 seconds, or four minutes); and Mario's castle, which has a time limit of 900 time units (720 seconds, or 12 minutes).

When the timer reaches 100 units, a short jingle is played. The level's background music then restarts from the beginning, but its tempo is increased and its pitch is shifted up by two half steps. When the timer reaches just 10 units, a beep is played for every remaining time unit that counts down. No message is displayed upon Mario losing a life if time runs out. Since this game does not feature a score, the amount of time remaining when Mario reaches the goal does not affect the game in any way.

Super Mario 64 DS[edit]

The Time Limit clock design in Super Mario 64 DS.

The VS mode in Super Mario 64 DS has a timer that counts down from 30 time units, with each unit lasting three seconds, so each round has a real-life limit of 90 seconds. Some minigames in the Rec Room have time limits; a few minigames' time limits can be affected by choosing correctly or incorrectly.

New Super Mario Bros.[edit]

The Time Limit clock design in New Super Mario Bros..

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, towers, and castles have a time limit of 500 units, with the sole exception of World 2-Tower, which has a time limit of 300 units.

In this game, Bowser's Castle has a time limit of 800 time units.

Minigames with time limits return in this game.

Super Mario Galaxy[edit]

In Super Mario Galaxy, the Bob-omb Blasting minigame has a time limit of 30 seconds. If the player does not do the task within that time, they can simply try again. The mission Star Bunnies in the Snow has a time limit of 150 seconds. If the player does not complete the mission within that time, they lose a life. Some Prankster Comets (mainly Speedy Comets) also have time limits. If time runs out in any of them, the player loses a life.

New Super Mario Bros. Wii[edit]

The time limit reappears in New Super Mario Bros. Wii, where time limits once again depend on the level type. Short levels have a time limit of 400 seconds, while normal levels and airships have 500 seconds as the time limit. Longer levels, towers, and castles have 600 to 700 seconds. This is mainly due to the levels being slightly longer. Ghost Houses vary in time, being either 500 or 600 seconds. World 9-4 and World 9-8 do not follow this rule, as their time limits are 300 seconds instead. Bowser's Castle has a time limit of 700 seconds, which carries on to most other versions of the level in the New Super Mario Bros. series.

Additionally, respawning at a Checkpoint Flag after losing a life causes the time limit to be reduced by 200 seconds (e.g., if a level has a starting time limit of 500 seconds, it will have a time limit of 300 seconds when the level is restarted from the Checkpoint Flag). This behavior carries on to future games, excluding the Super Mario Maker series.

Also, if the game is played in multiplayer mode, 100 seconds will be added to the default time limit (e.g., if a level has a default time limit of 500 seconds, that level will have 600 seconds in multiplayer mode).

Super Mario Galaxy 2[edit]

In Super Mario Galaxy 2, the Crate Burning minigame has a time limit of 20 seconds. The player can simply try again if they do not do the task within that time. Each of The Chimp's challenges except The Chimp's Bowling Challenge has a time limit. If the player fails a challenge he delivered by mail, the player loses a life. Prankster Comets with time limits return in this game, behaving the same as in Super Mario Galaxy, though the time limit is removed once the Power Star appears.

Super Mario 3D Land[edit]

The Time Limit clock design in Super Mario 3D Land.
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 8-Bowser's Castle: 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.

In World 8-Bowser's Castle: Part 2, the timer resets when the player reaches the final boss battle.

The time limit can be increased by collecting a + Clock. The amount added depends on whether it is a cyan clock (10 units) or green clock (100 units). In certain Special World courses, the time limit starts at 30 units, and it must be extended by collecting cyan clocks or beating certain enemies that hold cyan clocks (mostly Goombas) to keep it from expiring.

In this game, the time limit's indicator (the icon of which is a + Clock) blinks briefly when it reaches 200 units or 50 units and starts to glow red when the timer falls below 100 units. When there are only 10 units remaining, the indicator beeps every second.

New Super Mario Bros. 2[edit]

The Time Limit clock design in New Super Mario Bros. 2, New Super Mario Bros. U, and New Super Luigi U.

The time limit reappears in New Super Mario Bros. 2, where one time unit lasts 0.75 seconds, so a level with a time limit of 400 has a real-time limit of 300 seconds. The time limit's indicator glows red under 100 time units and beeps every second for the last 10 units, as it does in Super Mario 3D Land. For unknown reasons, the words "Time's Up!" do not appear when the timer reaches zero.

In the game's Coin Rush mode, most levels have a time limit of 100 seconds, though some courses, such as World 1-1 and the third course of Coin Challenge Pack A, start with only 50 and 20 seconds, respectively. It can be increased by passing a Checkpoint Flag (which adds 50 seconds or 100 seconds) or by grabbing + Clocks, though green ones add only 50 seconds to the timer instead, unlike in Super Mario 3D Land. Like in Super Mario 3D Land, the remaining time is converted to coins, with a coin gained for every five seconds remaining.

New Super Mario Bros. U / New Super Luigi U / New Super Mario Bros. U Deluxe[edit]

The time limit reappears in New Super Mario Bros. U and New Super Mario Bros. U Deluxe.

Every level in New Super Luigi U starts at 100 seconds. 100 seconds are added to the timer when the player enters a boss door, while 250 seconds are added before the player fights Bowser. Each in-game count lasts one second in New Super Luigi U.

In New Super Mario Bros. U Deluxe, if Nabbit and/or Toadette is/are used in a level, only 100 seconds will be added to the timer, even if both characters are present.

Super Mario 3D World / Super Mario 3D World + Bowser's Fury[edit]

The Time Limit clock design in Super Mario 3D World.
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.

Mystery Houses instead use the same time limit as Mystery Boxes for each challenge (the normal time limit has its digits replaced with dashes).

Super Mario Maker / Super Mario Maker for Nintendo 3DS[edit]

The time limit reappears in Super Mario Maker and Super Mario Maker for Nintendo 3DS, where each count lasts exactly one second. The time limit of a level can be set in the editor from 10 seconds to 500 seconds and can only be a multiple of 10. In the E3 2014 demo, the timer's maximum limit was set to 999, but it was changed to 500 in the final version of the game.

Super Mario Run[edit]

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 Coins has an extremely low time limit, starting at 10 seconds. The player can hit Time Blocks to increase the time. In Bowser's Bob-ombing Run, hitting Bowser with a Bob-omb has the same effect. Pause Blocks stop the timer from counting down while the player stands on them, as does floating inside a bubble. The maximum number of seconds is 99; trying to gain more time than that keeps the timer at 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. Time Blocks do not appear, while Pause Blocks and bubbles do not affect the clock. Remix 10 does not have time limits on any course.

Super Mario Maker 2[edit]

The time limit reappears in Super Mario Maker 2, working as it does in Super Mario Maker. In the online multiplayer mode of this game, if the time limit reaches zero, all players restart the course in Multiplayer Co-op, while in Multiplayer Versus, it is considered a tie, with remaining players having their Versus Rating unchanged.

In the Super Mario 3D World style, the indicator glows red when the timer is below 100 seconds, but it does not beep for the last 10 seconds.

Mario & Wario[edit]

In Mario & Wario, a variation of the usual timer called the Time Gauge (タイムゲージ)[2] appears, and it is represented by a bar rather than numbers.

Wario Land: Super Mario Land 3[edit]

In Wario Land: Super Mario Land 3, all levels start with a time limit of 400 time units, and each time unit lasts 64 frames (or approximately 1.06 seconds). This means that the total time limit in a level lasts approximately 426.67 seconds (or seven minutes 6.67 seconds).

When the timer reaches 100 units, a series of three quick beeps plays, and the background music restarts with its tempo increased and its pitch shifted up by one semitone. A slower beep is played when the timer reaches three units, two units, and one unit respectively, and a final beep of a higher pitch is played when the timer reaches zero units. If time runs out, Wario loses a life, and a short "TIME UP" cutscene is played, where a hand picks up a startled Wario by his overalls. The amount of time remaining when Wario reaches the goal does not affect the game.

Mario Party series[edit]

Roll Call in Mario Party Superstars.
The time limit in Roll Call in Mario Party Superstars

In the Mario Party series, various minigames have time limits (usually thirty or sixty seconds). In most of these minigames, players must do the required tasks until time is up, while in others, players must do the required tasks before time is up. Some minigames, such as Odd Card Out and 10 to Win, have a time limit per round or turn (usually five or ten seconds). In most minigames that can last as long as ten, five, four, three, or two minutes, a timer does not appear until thirty or sixty seconds are left. In a few minigames that have short time limits (usually thirty or ten seconds), such as Rock, Paper, Mario and Bob-omb Combo, a timer does not appear until five seconds remain. In a few minigames, such as Balloon of Doom and Head Waiter, a player loses if they do nothing within the time limit, while in others, such as Scaldin' Cauldron and Cardiators, a player automatically does a required task if time runs out.

When the announcer calls out "Start!" or "Go!" (or the first whistle plays in Mario Party Advance, Mario Party DS, and Mario Party 10), the timer starts. When there are only five seconds left, the timer flashes red. When a whole minigame's time limit is up, the announcer calls out "Finish!" (or the final whistle plays in Mario Party Advance, Mario Party DS, and Mario Party 10).

Some events on boards have short time limits. In some of those events, players can do the events' tasks until time runs out. In other events, players must do the tasks before time runs out.

Super Smash Bros. series[edit]

In the Super Smash Bros. series, the time limit for timed matches can be set to a maximum of 99 minutes. The announcer counts down from five once there are five seconds left in a timed match. In Super Smash Bros. for the Nintendo 64, the announcer says, "Time up!" once the timer expires. The phrase is instead "Time!" in the English versions since Super Smash Bros. Melee. In addition to the changed phrase, the regular timer changes to large numbers in the center of the screen.

In the games' Classic Modes, letting the timer expire causes the player to get a Game Over.

Mario vs. Donkey Kong series[edit]

Mario vs. Donkey Kong[edit]

In Mario vs. Donkey Kong and its Nintendo Switch remake, most levels have a timer with 120 or 150 seconds. The levels Donkey Kong and Donkey Kong Plus have the highest time limit of 300 seconds. For every second left on the timer when the level is beaten, the player is awarded 1,000 points. If there are two areas in a level, the time remaining in the first area is added to the time limit of the second area. In the Japanese and European versions of the original game, an animation of the first area's time limit entering the door with Mario and combining with the second area's time limit was added.

The Nintendo Switch remake features 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 Casual playstyle 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[edit]

In Mario vs. Donkey Kong 2: March of the Minis, the time limit does not start counting down until the player activates a Mini or picks up Color Blocks. The time limit begins at 300 seconds of a "Time Bonus." 10 points are given for every second left in the Time Bonus when the player beats the level. Once the Time Bonus reaches zero, the text turns blue and changes to read "Time Left," giving the player another 300 seconds to beat the level. Letting this time limit run out causes the player to lose the level.

All of the fights with Donkey Kong have a time limit of 180 seconds.

Mario Kart series[edit]

Mario Kart: Double Dash!![edit]

In Mario Kart: Double Dash!!, all Shine Thief games have a time limit, and the team who gets the Shine Sprite first starts the timer. The team that has the Shine Sprite when time runs out wins the game.

Mario Kart DS[edit]

In Mario Kart DS, all the missions in the Missions mode except those that involve racing against CPU opponents, enemies, or an object have time limits. When five seconds are left, the countdown appears superimposed in the top center of the top screen. If time runs out, the player fails the mission, but they can try again.

Mario Kart Arcade GP / Mario Kart Arcade GP 2 / Mario Kart Arcade GP DX[edit]

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 themselves, 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[edit]

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 goes up a 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[edit]

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 goes up 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[edit]

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 goes up 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[edit]

Game(s) Real-time seconds per 400 units
Super Mario Bros. / Super Mario Bros.: The Lost Levels / Super Mario Bros. Deluxe 160 (NTSC) / 133 (PAL)
Super Mario Bros. 3 / Super Mario Advance 4: Super Mario Bros. 3 272
Super Mario Land 266
Super Mario World / Super Mario World: Super Mario Advance 2 273 (NTSC) / 233 (PAL)
Super Mario Land 2: 6 Golden Coins 320
Super Mario 64 DS (VS mode) 1,200
New Super Mario Bros. 300
Super Mario 3D Land 295
New Super Mario Bros. 2 300
New Super Mario Bros. U 300
New Super Luigi U 400
Super Mario 3D World 295
Super Mario Maker / Super Mario Maker for Nintendo 3DS 400
Super Mario Maker 2 400
Wario Land: Super Mario Land 3 426

See also[edit]

Trivia[edit]

  • 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[edit]

  1. ^ 60 Hz = 60 frames per second, so the number of frames in 0.4 seconds = 0.4 * 60 = 24 frames. Likewise, 0.4 * 50 = 20 frames.
  2. ^ Mario & Wario instruction booklet, pages 6 & 10.