Time limits make you better at games

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Tuesday, July 03, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

I can't say I miss having time limits in most of my gaming experiences. But if you still crave the frantic ticking down of a clock as a core mechanic, just scour your favorite console's digital-distribution platform. You'll find plenty of new-school releases with old-school flair and even some reborn classics.

Super Mario Bros. 1

Boot up any current-generation title. As you begin to play, examine the screen.

Do you see a time limit? Of course not….

Sure, many younger players won’t know what the hell I’m talking about, but I am certain most others do. What ever happened to the time-limit scheme that plagued so many Nintendo Entertainment System titles back in the '80s and early '90s?

Perhaps it was a gimmick. Developers were extremely limited with 8-bit processors. Or it could have happened because every title was a Mario copycat fighting for the same amount of fame.

Whatever the reason, time limits surely worked for elevating the challenge in games along with raising the intensity when going for perfect playthroughs.

They made me want to get better. More important, they kept me playing.

 

If you own a Game Boy Color, I highly recommend picking up Super Mario Bros. Deluxe. The Challenge mode is superb. It’s still addicting to this day. Heck, it’s a somewhat different way to look at the Mario series.

Turns out this simplistic limit idea adds replay value.

Oh yeah, Super Mario Bros. was annoying at times -- especially in my young-lion days. What a pain it was just approaching the flag while the clock ticked to single digits. That tone would beep, and suddenly the music would speed up. “Move,” I screamed as my eyes gazed two inches away from the screen.

Come on now, I know I wasn’t the only one.

Why am I sucking up to Mario and giving him all the credit?

Yes, some games today feature time-limit scenarios in which you have to escape (Halo 3, Call of Duty 4: Modern Warfare), yet it seems like everything is just about running through a level and blowing shit up. Yeah, it’s a joy. Back in the day, however, the clock was always there watching you.

Simply put, it made you work your ass off.

Tetris Attack (and of course, the original Tetris) is another game that featured this mechanism. And man, I never bit my teeth so hard in my life. Games with such restraints increased my commitment. Mega Man 9 (and Mega Man 10) resurrected the now-infamous feature, and it gave gamers across the world a chance to show their skills and display their names on leaderboards.

Tetris Attack 1

Ticking numbers add longevity to a venture. Developers today should recognize that this once-upon-a-time gameplay element still works. 

It's a small complaint. I could be the only one who misses an overlooked feature that's absent nowadays (for the most part).

Just give Deluxe a try. I bet you'd have a blast.

The clock is ticking….

 
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Comments (14)
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July 03, 2012

While I wouldn't wan this feature implemented in every single game, I clearly see the point of all this freedom we get from gaming today.

I just played Fallout 3 this last month, and even tough the plot seemed like an urgent matter, it was clear I had ALL THE TIME IN THE WORLD to do it. I kinda missed the old days when I was complaining about the three days structure in Majora's Mask... It was annoying, but it pushed me to get to the end of the game.

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July 04, 2012

I think that's what made Majora's Mask. It was a unique/original approach for Zelda. And yes, it was annoying on more than one occasion.

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July 03, 2012

Tight time limits just enrage me, especially when combined with puzzle mechanics. I want to play at my own pace.

Catherine is the worst possible gameplay example: complex block moving puzzles, tight time limits (boss will kill you or floor will collapse), and boss attacks that take the camera from you and/or induce juddering so it might not register your inputs. I'm sure the time limits caused me to get better than I would have, but it also caused me to just quit at some point. I found the Rapunzel mini-game much more enjoyable because it was pure puzzle.

Now that said, bonus timed attacks can be real fun and push you to improve further. Optional is the key here. And long timers that are very generous can instill some sense of urgency without being ridiculous.

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July 04, 2012

I have yet to play entirely through Catherine, but I did notice how difficult it got as you progressed.

Did you quit because you were sick of looking at the dude his boxers?

Just kidding.

Imagine if Contra had a time mode...or Battletoads.

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July 04, 2012

Oh, there WAS a time mode in Contra:

Your partner jumping ahead of you and getting you killed by the screen!

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July 04, 2012

Ah, the moving screen. The good ol' days.

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July 03, 2012

I think the initial Mirror's Edge playthrough would have been much better if it had a timer.  It would force one to be able to get the free flowing method down to perfection and also remove the ability to use stolen guns because it would take too much time.

The new Mega Man's were great with this feature.  It forced better play and also if it was ultimately impossible for one, they could save up enough bolts to buy items that could help them get through and beat any level.

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July 04, 2012

Mirror's Edge did come out with DLC and a time trial mode. ; ) But I know what you mean...good point!

Cucco-obsessed-link
July 03, 2012

I mainly agree about the time limits; knowing that you only have until the clock reaches zero (or 10:00 if it's a Sonic game) is not only nerve racking, but a motivator to have you play the game more efficently.

This actually reminds me of something that happened to me while play Super Mario 3D Land just yesterday... the castle of the first Special world has you saving... well, you know who, but before the level starts, the 'hurry up!' jingle plays and displays that you have thirty seconds.  THIRTY SECONDS!  Needless to say, I hauled butt, and grabbed the few time things as well as the coins... but after getting through that, I realized that I was surely playing the game lazily before that!  It's interesting to see what a ominous ticking clock does to a gamer.

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July 04, 2012

Was there any Red Rings (Red Coins) in that part? I can't remember.

2011_03_05_22_18_48_462
July 04, 2012

Honestly, I always hated time limits in games but you make a lot of fine points. As I see it, it all just depends on the game. The kind of skill based, high score seeking gameplay of the past that benefitted from a time limit doesn't really get made much anymore, unless you count certain multiplayer modes. A time limit in something like Skyrim just kinda doesn't make sense. In general, though, I think modern publishers should look to the past a little more and figure out how to update some of these more dated gameplay mechanics. I think interesting things could come from it.

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July 04, 2012

For sure. Adding extra features (like the Boss Challenge mode in Ocarina of Time 3D) was cool to mix up a vast, huge game without a limit.

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July 04, 2012

Eduardo, thanks. You guys always do a terrific job. And thanks for all the comments, everyone.

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July 05, 2012

Oh, I just remembered Spelunky!

Without the time limit giving you a hard time, you wouldn't be making so many rushed mistakes, you wouldn't die so often, and that would make the whole game really dull and less challenging!

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