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{{spotlight notice}}
{{rewrite-expand|add the time limit appearances from other platform games with a time limit}}
{{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''' (or simply '''Time''') is a staple of the ''[[Super Mario (series)|Super Mario]]'' games, and its basic purpose is to notify the player of how much time is allotted to complete a [[level]] or task. If the timer reaches zero, the player loses one life regardless of 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, they receive a [[Game Over]]. A timer's count is approximately 0.6 or 0.7 seconds in most games.
A '''Time Limit''' (alternatively '''time limit'''), or simply '''Time''', is a staple of the ''[[Super Mario (series)|Super Mario]]'' games, 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 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, they receive 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 "[[:File:Hurry_up_SMB.oga|Hurry Up]]" jingle 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]]'', ''[[Super Mario 3D World]]'', and ''Super Mario Run'', 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 (five seconds in ''Super Mario Run'').
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]]'', ''[[Super Mario 3D World]]'', and ''Super Mario Run'', 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 (five seconds in ''Super Mario Run'').
 
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'').
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'').
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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 reskin 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''====
====''Super Mario Bros.'' / ''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>
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>
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[[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).
[[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''====
====''Super Mario Bros. 3'' / ''Super Mario Advance 4: Super Mario Bros. 3''====
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====''Super Mario Land''====
====''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 ⅔ of a second, meaning that the entire time limit for a level is approximately 266.67 seconds (or 4 minutes, 26.67 seconds) in real time.
In ''[[Super Mario Land]]'', all levels start with a time limit of 400 time units. Each time unit lasts 40 frames, or ⅔ 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.
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''====
====''Super Mario World'' / ''Super Mario World: Super Mario Advance 2''====
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.
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.
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.
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*×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.
A [[List of Super Mario World glitches#Green Berries and music speed|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''====
====''Super Mario Land 2: 6 Golden Coins''====
In ''[[Super Mario Land 2: 6 Golden Coins]]'', each time unit now lasts 48 frames (or 0.8 seconds). Each level has a time limit of either 400, 500, 600, or 700 time units, meaning that the total time limit for a level is at least 320 seconds (or 5 minutes, 20 seconds) and at most 560 seconds (or 9 minutes, 20 seconds). The only exception to this is [[Secret Course 6]], which has a time limit of only 200 time units (160 seconds, or 2 minutes, 40 seconds).
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 either 400, 500, 600, or 700 time units, meaning that the total time limit for a level is at least 320 seconds (or five minutes 20 seconds) and at most 560 seconds (or nine minutes 20 seconds). 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 semitones. When the timer reaches just 10 units, a beep is played for every remaining time unit that counts down. No message is displayed upon 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.
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 semitones. 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.


====''New Super Mario Bros.''====
====''New Super Mario Bros.''====
Starting with ''[[New Super Mario Bros.]]'', time limits vary depending on the level type. Short levels have time limits of 300 seconds, most normal stages and Ghost Houses have a time limit of 400 seconds, and longer levels, [[tower]]s, and castles have a time limit of 500 seconds, with the sole exception of {{world-link|2|towern|World 2-Tower (New Super Mario Bros.)}}, which has a time limit of 300 seconds.
Starting in ''[[New Super Mario Bros.]]'', time limits vary depending on the level type. Short levels have time limits of 300 seconds, most normal stages and Ghost Houses have a time limit of 400 seconds, and longer levels, [[tower]]s, and castles have a time limit of 500 seconds, with the sole exception of {{world-link|2|towern|World 2-Tower (New Super Mario Bros.)}}, which has a time limit of 300 seconds.


In this game, Bowser's Castle has a time limit of 800 seconds.
In this game, Bowser's Castle has a time limit of 800 seconds.
====''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''====
====''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. [[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.
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).


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, restarting the level from the Checkpoint Flag will have a time limit of 300 seconds). This behavior carries on to future games, excluding the ''Super Mario Maker'' series.
====''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''====
====''Super Mario 3D Land''====
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The time limit reappears in ''[[New Super Mario Bros. 2]]''. The time limit's indicator glows red under 100 seconds and beeps every second for the last 10 seconds, as it does in ''Super Mario 3D Land''. For unknown reasons, the words "Time's Up!" do not appear when the timer reaches zero.
The time limit reappears in ''[[New Super Mario Bros. 2]]''. The time limit's indicator glows red under 100 seconds and beeps every second for the last 10 seconds, 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.
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''====
====''New Super Mario Bros. U'' / ''New Super Luigi U'' / ''New Super Mario Bros. U Deluxe''====
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====''Super Mario Maker'' / ''Super Mario Maker for Nintendo 3DS''====
====''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 was set to 999, but it was changed to 500 in the final version of the game.
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''====
====''Super Mario Run''====
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===''Wario Land: Super Mario Land 3''===
===''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 7 minutes, 6.67 seconds).
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 3 units, 2 units, and 1 unit respectively, and a final beep of a higher pitch is played when the timer reaches 0 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.
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===
===''Mario Party'' series===
In the [[Mario Party (series)|''Mario Party'' series]], various [[minigame]]s have time limits (usually 30 or 60 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 minigames that can last as long as five, three, or two minutes, a timer does not appear until 30 or 60 seconds are left. Although the time limit to do the required task in [[Rock, Paper, Mario]] is 30 seconds, the timer does not appear until five seconds remain. Similarly, in [[Bob-omb Combo]], the time limit is ten seconds per turn, but the 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.
[[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 30 or 60 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 minigames that can last as long as ten, five, four, three, or two minutes, a timer does not appear until 30 or 60 seconds are left. Although the time limit to do the required task in [[Rock, Paper, Mario]] is 30 seconds, the timer does not appear until five seconds remain. Similarly, in [[Bob-omb Combo]], the time limit is ten seconds per turn, but the 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]]'' and ''[[Mario Party DS]]''), 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'' and ''Mario Party DS'').
 
Some events on [[board (Mario Party series)|board]]s have short time limits. In those events, players can do the events' tasks until time runs out.
 
===''Super Smash Bros.'' series===
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===
===''Mario vs. Donkey Kong'' series===
====''Mario vs. Donkey Kong''====
====''Mario vs. Donkey Kong''====
In ''[[Mario vs. Donkey Kong]]'', most levels have a timer with 120 or 150 seconds. The [[Donkey Kong (level)|Donkey Kong]] and [[Donkey Kong Plus]] levels have the highest time limits of 300 seconds. For every second left on the timer when the level is beaten, the player is awarded 1000 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 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.
In ''[[Mario vs. Donkey Kong]]'', 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 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.


====''Mario vs. Donkey Kong 2: March of the Minis''====
====''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 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.
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 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 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''====
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, 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''====
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, 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.


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


==See also==
==See also==
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==Trivia==
==Trivia==
*A [[List of Super Mario World glitches#Green Berries and music speed|glitch in ''Super Mario World'']] 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.
*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.
*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.
*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. 2]]'' is currently the only 2D ''Super Mario'' game without a time limit, as it was a reskin of ''[[Yume Kōjō: Doki Doki Panic]]'', though [[Subspace]] has a time limit for how long one can stay.
*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 from ''[[New Super Mario Bros.]]'') instead show "Time's Up!" as the former phrase lacks a copula and may be considered improper.
**In the ''Super Smash Bros.'' series, the phrase is instead "Time!" in the English versions since ''[[Super Smash Bros. Melee]]''.


==References==
==References==
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