Time Limit: Difference between revisions

5,929 bytes added ,  15 days ago
m
no edit summary
mNo edit summary
mNo edit summary
(48 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{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. 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.
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'').
Line 13: Line 15:
==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>
Line 23: Line 27:


[[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''====
Line 35: Line 41:


====''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.
Line 45: Line 51:
*×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 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). The only exception to this is [[Secret Course 6]], which has a time limit of only 200 time units (160 seconds, or two 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 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.
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.
====''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.


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


====''Super Mario Galaxy''====
====''Super Mario Galaxy''====
Line 60: Line 71:


====''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, 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.
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''====
====''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 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''.
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''====
Due to ''[[Super Mario 3D Land]]'' lacking a score system, a [[coin]] is added to the coin count for every 10 seconds remaining instead (except in {{world-link|8|bowser3d|World 8-Bowser: Part 2}}: Part 2), truncating the remainder. Additionally, the player loses a life one second after the onscreen limit reaches zero.
Due to ''[[Super Mario 3D Land]]'' lacking a score system, a [[coin]] is added to the coin count for every 10 time units remaining instead (except in {{world-link|8|bowser3d|World 8-Bowser: Part 2}}: Part 2), truncating the remainder. Additionally, the player loses a life one second after the onscreen limit reaches zero.
 
One time unit lasts 0.7375 seconds, so a level with a time limit of 400 has a real-time limit of 295 seconds.


In {{world|8|bowser3d|World 8-Bowser: Part 2}}: Part 2, the timer resets when the player reaches the final boss battle.
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 seconds) or green clock (100 seconds). In certain Special World courses, the time limit starts at 30 seconds, 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.
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 seconds or 50 seconds and starts to glow red when the timer falls below 100 seconds. When there are only 10 seconds remaining, the indicator beeps every second.
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''====
====''New Super Mario Bros. 2''====
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]]'', 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.
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.
Line 92: Line 107:


====''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''====
Line 111: Line 126:


===''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 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 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 word appears onscreen).
[[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 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, 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===
Line 121: Line 146:


All of the fights with [[Donkey Kong]] have a time limit of 180 seconds.
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.
====''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.
==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
|-
|''[[Super Mario Land]]''
|266
|-
|''[[Super Mario World]]'' / ''[[Super Mario World: Super Mario Advance 2]]''
|273
|-
|''[[Super Mario Land 2: 6 Golden Coins]]''
|320
|-
|''[[Super Mario 64 DS]]'' (VS mode)
|1200
|-
|''[[New Super Mario Bros.]]''
|300
|-
|''[[New Super Mario Bros. 2]]''
|300
|-
|''[[Super Mario 3D Land]]''
|295
|-
|''[[Super Mario Maker]]'' / ''[[Super Mario Maker for Nintendo 3DS]]''
|400
|-
|''[[Wario Land: Super Mario Land 3]]''
|426
|}


==See also==
==See also==
Line 126: Line 203:


==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==