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Crosswicking. Removed general example.


* Timed missions occasionally happen in RealTimeStrategy games. It's rare that a RTS timed mission will fail completely if the timer runs out, though; the effect is more often along the lines of "destroy this secondary base before the timer runs out and it won't send the engineers to repair the bridge, which will make it easier to destroy the main base as it won't get reinforcements". If the timer runs out before you've killed the first base, you'll have to fight it, the other one, and the reinforcements all at the same time, and the game will get harder. Some players deliberately wait for the timer to run out before engaging the enemy because they love the challenge. See also Main/UnstableEquilibrium.

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* Timed missions occasionally happen in RealTimeStrategy games. It's rare ''VideoGame/AgainstTheStorm'':
** The Queen's impatience constantly grows, meaning
that you only have so much time to bring a RTS timed mission village up to run itself. While this timer can be extended by fulfilling missions, increasing your reputation and taking advantage of certain modifiers, your time will fail completely if always be finite.
** To a lesser extent, you only have so many years to make settlements before each major storm, though reaching
the timer runs out, though; just resets the effect is more often along map.
** Most glade events have a timer attached to them and failing to complete
the lines of "destroy this secondary base event before the timer runs out and it won't send the engineers to repair the bridge, which will make it easier to destroy result in something bad happening, whether it's a one-time permanent modifier (even if you clear the main base as it won't get reinforcements". If event afterward) or a repeatable stacking modifier. Averted with Benevolent Ghosts and Treasure Stags, where the timer runs running out before you've killed the first base, you'll have to fight it, the other one, and the reinforcements all at the same time, and the game will get harder. just means you miss out on their bonuses.
**
Some players deliberately wait for the timer orders are timed, giving better rewards than normal but having to run out before engaging the enemy because they love the challenge. See also Main/UnstableEquilibrium.be completed within a specific time limit.
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Timed gameplay sequences generally show their countdown onscreen, allowing the player to know their ExactTimeToFailure. Exactly how stingy the time limit is varies; Turn-based games will usually measure time by the number of "rounds" or "turns", and even real-time games will generally pause the clock when the player is busy accessing their menu screens (instead of playing the actual level). However, in some cases the clock is implacable and continues to tick regardless; for example, online games typically measure time by the server's clock, rather than the player's, which can add a frustration if a network communications error breaks their connection (as even time spent attempting to reconnect and re-login is counted against the mission clock). There may even be {{Power Up}}s that extend the time limit a little.

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Timed gameplay sequences generally show their countdown onscreen, allowing the player to know their ExactTimeToFailure. Exactly how stingy the time limit is varies; Turn-based games will usually measure time by the number of "rounds" or "turns", and even real-time games will generally pause the clock when the player is busy accessing their menu screens (instead of playing the actual level). However, in some cases the clock is implacable and continues to tick regardless; for example, online games typically measure time by the server's clock, rather than the player's, which can add a frustration if a network communications error breaks their connection (as even time spent attempting to reconnect and re-login is counted against the mission clock). There may even be {{Power Up}}s that extend the time limit a little.
little, usually represented by a clock.
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* In ''VideoGame/NewHorizons'', there are lots of them, and some don't even announce they're timed. Most are generous enough to give one ingame-month to complete them though, so no need to hurry as long no multiple quests are triggered.
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* In ''Literature/{{Dune}}'', when mining spice, it's not a question of ''if'' a SandWorm will show up, but ''when''. Shai-Hulud is drawn to the rhythmic noise produced from harvesting spice and are so massive that they can swallow an entire harvester whole. This means that every spice harvesting mission is about going in, getting as much spice as possible before attracting the worm and then getting out as fast as possible.
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* ''VideoGame/MissionImpossibleKonami'': When you finally reach the supercomputer at the end of the last stage, you have a limited amount of time to crash the system before it launches nuclear weapons.

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* ''VideoGame/MissionImpossibleKonami'': ''VideoGame/MissionImpossible1990'': When you finally reach the supercomputer at the end of the last stage, you have a limited amount of time to crash the system before it launches nuclear weapons.
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* ''VideoGame/PizzaTower'':
** Every regular level ends with an escape sequence similar to the ''Wario Land'' examples below, giving you a limited time to return to the level entrance before [[BigBad Pizzaface]] begins to chase you, kicking you out of the level if you get caught. A portal near the entrance can also active "Lap 2", warping you back to the end of the level and requiring you to complete your escape again, without receiving additional time. To make things slightly easier, the timer pauses in secret areas.
** The level "WAR" is a variation - it's a timed mission from the start, featuring a time bomb that causes you to fail immediately if it goes off and monitors that can be destroyed for extra time. Watch out if you're going for the [[OneHundredPercentCompletion P-Rank]], though - monitors don't respawn for Lap 2 (though several appear at the beginning to compensate for this), and unlike every other level, the timer does not pause in secret areas.

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** ''VideoGame/FinalFantasyXII'''s optional [[SummonMagic Esper]] boss, Zalera, posits a unique scenario. You have to defeat him within five minutes, otherwise he will eject you from the battlefield and back to the last room. While this is annoying because he's invincible as long as he has {{Mooks}} around, it can also be helpful because the party is sent back to a Save Crystal, which restore all characters to perfect condition when touched. So, unless the battle ends in a total party wipe, the time limit isn't really much of a penalty.

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** ''VideoGame/FinalFantasyXII'''s ''VideoGame/FinalFantasyXII'':
*** The Demon Wall bosses slowly close in on you, and they will run you straight to the wall if you take too long to defeat them, triggering a NonStandardGameOver. You can turn off the torches lining up the bridge, which will slow them down momentarily, though if the fire turns blue, they will advance faster instead.
*** The
optional [[SummonMagic Esper]] boss, Zalera, posits a unique scenario. You have to defeat him within five minutes, otherwise he will eject you from the battlefield and back to the last room. While this is annoying because he's invincible as long as he has {{Mooks}} around, it can also be helpful because the party is sent back to a Save Crystal, which restore all characters to perfect condition when touched. So, unless the battle ends in a total party wipe, the time limit isn't really much of a penalty.

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