Tick Tock Clock: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
Line 64: Line 64:
*The ''[[Mario Party 3]]'' minigame, [[Tick Tock Hop]], takes place in this clock's hands.
*The ''[[Mario Party 3]]'' minigame, [[Tick Tock Hop]], takes place in this clock's hands.
*In the ''[[Mario Party 8]]'' minigame ''[[In the Nick of Time]]'', the clock looks a little bit similar.
*In the ''[[Mario Party 8]]'' minigame ''[[In the Nick of Time]]'', the clock looks a little bit similar.
*In ''Mario Kart DS'', if the player hit the pendulum it will ring.   
*In ''Mario Kart DS'', if the player hits the pendulum it will ring.   
<br clear=all>
<br clear=all>
{{SM64}}
{{SM64}}

Revision as of 17:55, May 15, 2011

File:Course14.jpg
Tick Tock Clock
Tick Tock Clock exterior
Tick Tock Clock entrance.

Tick Tock Clock is the fourteenth level in Super Mario 64 and its remake Super Mario 64 DS. It takes place inside a giant clock. Mario must deal with the clock's moving gears, pendulums, and other obstacles that change speed depending on what position the clock's minute hand is in when he jumps into the level. Tick Tock Clock is the second to last level in both games and is found on the third floor of Peach's Castle. It also was remade into a race course that appears in the Star Cup of Mario Kart DS. The entrance to the level is an old grandfather clock, and the minute hand controls the time inside. Enter when the hand points at 12, and all moving parts will freeze. Enter between 12 and 6 to make them move slowly, and between 6 and 12 to make them move quickly. Entering at 6 makes them move at random speeds, in random directions. In order to open the star door in front of it, Mario will need at least 50 Power Stars.


Levels

The level titles and numbers correspond to Super Mario 64 unless otherwise noted.

Star 1: Roll Into the Cage

From the entrance, Mario should head past the fist swing pendulum over the conveyor belt and then pass the shifting blocks. After, Mario should pass by the large plane where the moving hand may pass. Continuing on, Mario should see the Power Star near a conveyor belt underneath the cage-like grid. He then must jump on the conveyor belt and grab the Power Star.

In Super Mario 64 DS the name of this level has been changed to Luigi in the Cage, as Luigi is the only member of the group that can turn invisible. When Luigi reaches the cage, there will be no entrance but a ? Block will be available. Opening it will reveal a Power Flower which grants Luigi invisibility. Luigi will then be able to walk through the cage and get the star.

Star 2: The Pit and the Pendulums

For this mission, Mario should follow the same path as in the previous mission. This time however, Mario should continue past the cage. Once Mario reaches the top of the pole, he should head left. Eventually he'll come to a place that contains two pendulums. Navigating his way through, he'll reach the next power star. It's easier to enter Tick Tock clock when the clock minute hand is on "12" and make the pendulums, etc freeze. In the DS remake, Super Mario 64 DS, the star is called The Pendulum Switch Star.

Star 3: Get a Hand

This time, Mario should re-enter the stage making sure not to have the clock's minute hand on "12". He will need to have the clock moving. The player should have Mario travel up to the large platform and wait for the large hand to to pass by. Mario will need to jump onto it and ride it until it brings him to the little alcove with the Power Star in it. There is another (easier) way to get the star. The player can see this star from the cage with the first star. Just jump off, slide down and you can drop into the alcove.

Star 4: Stomp On the Thwomp

For Mario to acquire this star, Mario will need to proceed to ascend up the path to the flagpole. Once he has climbed it, Mario should head left and follow his way up around the clock. Eventually he'll reach where there is another clock hand (Note: the clock parts must be in motion). Riding it will take him to a conveyor belt with a Thwomp at the end. Jumping atop if it will take Mario high enough to jump the next star.

Star 5: Timed Jumps on Moving Bars

In order to find the star for this mission, Mario must go to the right (above the 2 pendulums in the pit and the pendulums mission) and jump on a series of bars that jut out and sink back in to the wall. After clearing these bars Mario will come to a platform with the power star on it.

Star 6: Stop Time For Red Coins

Heading right from the entrance, Mario should see many green bars and a bunch of Red Coins. Normally the platforms would be rotating but if Mario was to enter the level when the minute hand was on "12", they will be stationary (making it much easier to get the coins). After the last coin is found, the power star will appear above the Star Marker.

Star 7 (DS): Tick Tock Silver Stars

At the Starting point, Mario and the gang will have to go to the right. Silver Stars will, at some point, fall and bounce around. After collecting five of these, the Power Star will appear.

Mario Kart DS

File:MKDS Tick Tock Clock.PNG
Panoramic view of Tick Tock Clock, featuring the large clock.

Tick Tock Clock is also a course in Mario Kart DS. It is modeled after the course Tick Tock Clock of Super Mario 64. Near the start of the course, the racers will run around a first clock, where they can take a speed boost by running over some Dash Panels. After the clock, an ever ticking pendulum can knock the drivers off if they collide with it. Throughout the course there are rotating gears, which lead the karts in 360˚ arcs around the center. Racers then go to a second clock, smaller than the first one, having Item Boxes moving around. At the end of the course the are many gears protruding from the ground like tires, which spin in opposite directions of each other. If the drivers go up the gear which is turning away from them, then drivers will run slightly faster. All gears in the course change direction every 45 seconds. Clock hands are another obstacle that would spin back and forth, spinning out any kart that touches them. Missions 6-7, along with 7-3 are located here.

Names in Other Languages

Template:Foreignname

Trivia


Template:Racecourses