Stalked by the Bell: Difference between revisions

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* ''[[The Tower of Druaga]]'' was especially sadistic. When the timer ran out, invincible Will-o-the-Wisps traced the walls in varying speeds. Also, the timer resets to 60 seconds. If Gil is still alive and in the maze when the timer hits 0, Gil dies instantly. This is just one aspect of this game that makes it [[Nintendo Hard|hair-tearingly difficult]].
 
==== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ====
* In the Fight Pits minigame in ''[[RuneScape]]'', if people spend too much time fighting each other, eventually some monsters from the other Tzhaar minigame start appearing in packs. First some weak ones, but if the players kill them then eventually more and more higher leveled monsters will appear until they kill all the players.
* Graveyards in ''[[Spiral Knights]]'' spawn Phantoms a few minutes after entering the level. They're fast, tough, annoying, and can only be temporarily killed.
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==== [[Roguelike]] ====
* Multiple [[The Grim Reaper|Grim Reapers]] hunt you down if you take too long in a level of ''[[Chocobo's Dungeon]]''. They're stronger than the boss of the game, and if you somehow "kill" one, another takes his place.
* ''[[Dwarf Fortress]]'' adventure mode enforces resting in settlements. Bogeymen used to attack adventurers who travel or sleep outside at night alone. In the later versions only if you leave shelter in an evil region after sunset. Then — «Now you will know why you fear the night.» The bogeymen are also friendly toward fearless creatures (including adventurers of strange species) for some reason.
 
==== [[Role-Playing Game]] ====
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** Doubles if the [[Voice with an Internet Connection]] [[Mission Control]] states that the floor has no enemies, more enemies, or rarely still, ''all enemies as gold Shadows''. The time limit is invisible, but in those cases, it will take half, nay, ''quarter'' the usual time limit until Death spawns.
** Also, drawing a tainted card in a Shuffle Time will reduce the timer faster.
** Luckily, Death is easily escapable, and for higher-leveled parties, beatable. Because [[Atlus]] [[That One Boss/Other Games/Atlus|loves to make you suffer]], in fact, one of Elizabeth's requests ''requires'' you to kill the Reaper. (If you know how to use Armageddon, this can be done without fret; otherwise, steel thyself.)
* ''[[Recettear]]'' has powerful enemies which spawn if you linger on one floor of a dungeon for too long.
* In ''[[Final Fantasy XII]]'' your time at the Barheim Passage can become really nasty if you don't keep the lights on
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* [[Deus Ex: Human Revolution|Deus Ex Human Revolution]] follows the prologue with a hostage situation at a Sarif facility. Jensen is told to hurry; take your time, and the hostages will be dead before you even arrive.
 
==== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ====
* In ''[[World of Warcraft]]'', many raid bosses go into an [[Unstoppable Rage]] if you don't defeat them within a set time limit, pretty much guaranteeing a [[Party Wipe]]. It's sometimes possible to kill them anyway in the few seconds left before you get demolished. Some bosses use infinitely spawning hordes of [[Mooks]] or stacking damage increases to achieve the same effect - sooner or later you get overwhelmed.
** One particularly interesting way to achieve this effect is to have the boss use a superpowerful or instant kill attack on a regular timer, but give players [[Applied Phlebotinum]] with a certain number of charges that will reduce or prevent the damage. When the charges run out, the next attack will wipe the raid. Most notably used by Kil'jaeden.
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{{quote|'''Algalon''': Farewell, mortals. Your bravery is admirable, for such flawed creatures. You are... out of time. *disappears*}}
* In ''[[Final Fantasy XI]]'', certain world-spawned (only one to a world) High Notorious Monsters ([[HN Ms]]) will go into an [[Unstoppable Rage]] with attack and defense stats sky-high if not killed within a certain amount of time after the fight started. Pretty much certain death. In this case, the dev team put in rage mode as a countermeasure to players attempting to manipulate the spawn timers to keep it in their time zone; players from all time zones (and all around the world) are supposed to have a shot at it.
* ''[[City of Heroes]]'' features a number of situations like this in newer missions, where there isare just a few minutes before the enemy will call for reinforcements, or an army of [[Humongous Mecha]] activates. You have to call them off by activating something before the timer expires. Other missions, similarly, will have a response triggered by something you do in the mission, giving you a few minutes to finish up and get out before you get swarmed.
 
==== [[Platform Game]] ====
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* Can't beat a boss within the time limit in ''[[Zanac]]''? The game will increase the AI's difficulty. Thanks, Compile. In area 11, if the fortress isn't defeated in the time limit, player goes back to the beginning of the stage.
* Capcom [[Shoot'Em Up]] ''[[1942|1943]]'', not to be outdone by Compile, forced players to redo battleship stages if the player could not destroy 70% of the boss battleship. More often than not, the player restarted the level with low fuel and the default weapon. But if the player couldn't complete the mission with special weapons and a full fuel tank, then how...?
* Some [[Shoot 'Em UpsUp]]s, such as ''[[Gradius]]'', ''[[Ikaruga]]'' and ''[[Giga Wing]]'', have timed bosses which, if not destroyed in time, will simply let you advance to the next level, but you miss out on bonuses that would've been earned from killing the boss.
** ''Gradius V'' has one midboss that is guaranteed to take out a life if you don't kill it, because it's taller than the screen's height and, upon timeout, goes from the right-hand side of the screen to off the left-hand side in a straight line.
*** The [[Spider Tank]] boss has a [[Wave Motion Gun]] that can only be avoided by hiding behind one of the blocks, and it will eventually fire it in a place where there's no cover.
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==== [[Simulation Game]] ====
* Unlike all other games in the ''[[Ace Combat]]'' series, ''[[Ace Combat 3: Electrosphere]]'' (at least, the original Japanese version) didn't give you a hard time limit. The time limit in the briefing instead indicated how fast you have to destroy the initial enemies to get a mission update and more enemies (with whom you could totally [[Take Your Time]] unless you were going for A-rank completion) and a better mission ending. Said endings mainly differed in dialogue but some resulted in story branching: completing "Ghosts of the Past" on time, for example, lets you play a hidden mission revealing more of the [[MacGuffin Girl]] Rena's [[Backstory]], while taking too long gives you the default counter-terrorism assignment next.
 
==== [[Stealth Based Game]] ====