Time Limit
ATime Limit (alternativelytime limit), or simplyTime orT,[1] is a recurring feature in theSuper Mario series, and its basic purpose is to notify the player of how much time is allotted to complete alevel or task. In general, if the timer reaches zero, the player loses one life regardless of their power-up form, includinginvincibility from aSuper Star, even if the player has defeated a level's boss. If time runs out when the player has no more lives, the player receives aGame 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 inSuper Mario Run, except in Toad Rally) or below, the jingle "Timer Warning" plays to alert the player is running low on time and the level's music speeds up (except inSuper Mario Land, where the music is just played faster without the jingle). InSuper Mario 3D Land,New Super Mario Bros. 2, andSuper Mario 3D World, the time limit glows red when it reaches 100 time units, and in those games andSuper Mario Land 2: 6 Golden Coins, it also beeps for every time unit at the last 10 time units (inSuper Mario Run, the timer turns red and the jingle plays at 10 units, while the beeps start at five units). InSuper Mario Bros. Wonder, the last five time units are shown in the center.
In earlierSuper Mario games (up untilSuper Mario Advance 4: Super Mario Bros. 3), when the time limit reaches zero, the text "Time Up" ("Time-Up" in the NES version ofSuper Mario Bros. 3) is shown. However, recent games' English versions (starting inNew 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 (orcoin total inSuper Mario 3D Land).
In most games, it is impossible to increase a level's time limit. However, some games, includingSuper Mario World,Super Mario 3D Land, andSuper Mario 3D World, feature a collectible (such as aGreen Berry or a+ Clock) that allows the player to increase it.
Time limits additionally appear in several other games, such as in theMario Kart series, theMario Party series, theSuper Smash Bros. series, and variousMario sports games where they function as a simple timer for a given game session.
History[edit]
This section is astub. Please considerexpanding it to include any missing information.Specifics: Add the time limit appearances from other platform games with a time limit
Super Mario series[edit]
Only two 2DSuper Mario games lack time limits, those beingSuper Mario Bros. 2 (which is due to it being a re-skin ofYume Kōjō: Doki Doki Panic, thoughSub-Space has a time limit for how long one can stay) andSuper Mario Bros. Wonder (though some of itsWonder Effects are timed).
Super Mario Bros. /Super Mario Bros.: The Lost Levels[edit]
InSuper Mario Bros. andSuper 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.[2]
Most stages in this game have a time limit of 400 time units (160 seconds in real time). Athletic levels,castles, and some overworld levels, such asWorld 3-2 andWorld 8-1, have a time limit of 300 time units (120 seconds in real time), with the exception of castles that are puzzles, which have a time limit of 400 time units.
InVS. Super Mario Bros.,World 2-2,World 4-1,World 6-1,World 7-1, World 8-1, andWorld 8-2 have a time limit of 350 time units (140 seconds in real time).
The original NES version ofSuper Mario Bros. does not give time bonuses for castles. However, the original version ofSuper Mario Bros.: The Lost Levels does. TheSuper Mario All-Stars versions of both games also give time bonuses for castles, but theSuper Mario Bros. Deluxe versions do not, except for the Challenge Mode feature.
World C-4 inSuper Mario Bros.: The Lost Levels is the only level whose time limit is different in the original version (300) and inSuper Mario All-Stars (400).
In the originalSuper Mario Bros. andSuper Mario Bros.: The Lost Levels, running out of time asFire 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 theSuper Mario All-Stars version, however.
Super Mario Bros. 3 /Super Mario Advance 4: Super Mario Bros. 3[edit]
InSuper Mario Bros. 3, one time unit is 0.68 seconds. Most stages have a time limit of 300 time units (204 seconds in real time), due to the game having much shorter levels.World 6-5,World 8-
Fortress, andWorld 8-
Bowser's Castle are the only three stages that have a time limit of 400 units (272 seconds in real time). All of the Hammer Bros.Enemy Courses and some very short stages, such asWorld 2-
Desert, have a time limit of 200 units (136 seconds in real time); the map screen's pipe tunnels also have this limit in the original NES version. After completing a standard level, the player earns bonuspoints equal to 50 times the amount of time left.
InSuper Mario Advance 4: Super Mario Bros. 3, the time bonus is ×100, ×200, and ×500 for defeatingBoom Boom, theKoopalings, andBowser, respectively. The time bonus can also be doubled (like all gained points) if thered switch card is active. Thegreen switch card can also affect the time limit by slowing down the first 50 time units.
Super Mario Land[edit]
InSuper Mario Land, all levels start with a time limit of 400 time units. Each time unit lasts 40 frames, or two thirds 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.
Super Mario World /Super Mario World: Super Mario Advance 2[edit]
InSuper 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 (204 seconds in real time). Some levels, such as mostGhost Houses (except for theChoco-Ghost House andValley Ghost House),Yoshi's Island 2,Donut Plains 1,Donut Plains 2, and#2 Morton's Castle, have 400 seconds (272 seconds in real time).Switch Palaces, theTop Secret Area (in theGBA version only), andFunky have only 200 seconds (136 seconds in real time), though it is possible to increase Funky's time limit by havingYoshi eat aGreen 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 differs by region. It is 300 seconds in the Japanese version and 400 seconds in international versions.
With the exception of the final boss fight with Bowser, if Mario somehow loses a life in a level with no time limit, the "TIME UP!" message is still displayed.
In the GBA version, Bowser'sFront Door time limit of 400 seconds is doubled to 800 seconds (544 seconds in real time), hisBack Door time limit is increased from 400 seconds to 600 seconds (408 seconds in real time), and the timer keeps running in the final battle but stops while aBig Steely is on the screen. Additionally, the time bonus is:
- ×100 for defeatingReznors and theBig Boo as well as touching themagic ball in theSunken Ghost Ship.
- ×200 for defeating the Koopalings and clearingSpecial Zone levels.
- ×500 for defeating Bowser.
A 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[edit]
InSuper Mario Land 2: 6 Golden Coins, each time unit lasts 48 frames (or 0.8 seconds). Each level has a time limit of 400, 500, 600, or 700 time units, meaning that the total time limit for a level can be 320 seconds (5 minutes 20 seconds), 400 seconds (6 minutes 40 seconds), 480 seconds (8 minutes), or 560 seconds (9 minutes 20 seconds), respectively. There are three exceptions:Secret Course 6, which has a time limit of only 200 time units (160 seconds, or 2 minutes 40 seconds); thefinal level of the Mario Zone, which has a time limit of 300 time units (240 seconds, or 4 minutes); andMario'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 twohalf steps. 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[edit]
The VS mode inSuper 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. Someminigames in theRec Room have time limits; a few minigames' time limits can be affected by choosing correctly or incorrectly.
New Super Mario Bros.[edit]
Starting inNew Super Mario Bros., time limits vary depending on the level type. One time unit lasts 0.75 seconds. Short levels have time limits of 300 time units (225 seconds in real time), most normal stages and Ghost Houses have a time limit of 400 units (300 seconds in real time), and longer levels,towers, and castles have a time limit of 500 units (375 seconds in real time), with the sole exception ofWorld 2-
Tower, which has a time limit of 300 units.
In this game, Bowser's Castle has a time limit of 800 time units (600 seconds in real time).
Minigames with time limits return in this game.
Super Mario Galaxy[edit]
InSuper Mario Galaxy, theBob-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. Themission "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. SomePrankster Comets (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[edit]
The time limit reappears inNew Super Mario Bros. Wii, where time limits once again depend on the level type. Short levels have a time limit of 400 seconds (300 seconds in real time), while normal levels andairships have 500 seconds (375 seconds in real time) as the time limit. Longer levels and towers and castles vary in time, being either 600 or 700 seconds (450 or 525 seconds in real time). This is mainly due to the levels being slightly longer. Ghost Houses vary in time, being either 500 or 600 seconds (375 or 450 seconds in real time).World 9-4 andWorld 9-8 do not follow this rule, as their time limits are 300 seconds (225 seconds in real time) instead.Bowser's Castle has a time limit of 700 seconds, which carries on to most other versions ofthe level in theNew Super Mario Bros. series.
Additionally, respawning at aCheckpoint 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 theSuper 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). When the timer reaches zero in multiplayer mode, all players will lose a life unless they are in abubble.
Super Mario Galaxy 2[edit]
InSuper Mario Galaxy 2, theCrate 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 ofThe Chimp's challenges except "The Chimp's Bowling Challenge" has a time limit. If the player fails a challenge he delivered bymail, the player loses a life. Prankster Comets with time limits return in this game, behaving the same as inSuper Mario Galaxy, though the time limit is removed once thePower Star appears.
Super Mario 3D Land[edit]

Due toSuper Mario 3D Land lacking a score system, acoin is added to the coin count for every 10 time units remaining instead (except inWorld 8-
Bowser's Castle: 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-
Bowser's Castle: 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 units) or green clock (100 units). In certain Special World courses, the time limit starts at 30 units (22.125 seconds in real time), and it must be extended by collecting cyan clocks or beating certain enemies that hold cyan clocks (mostlyGoombas) 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 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[edit]
The time limit reappears inNew 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 inSuper Mario 3D Land. For unknown reasons, the words "Time's Up!" do not appear when the timer reaches zero.
In the game'sCoin Rush mode, most levels have a time limit of 100 seconds (75 seconds in real time), though some courses, such asWorld 1-1 and thethird course ofCoin Challenge Pack A, start with only 50 and 20 seconds (37.5 and 15 seconds in real time), 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 inSuper Mario 3D Land. Like inSuper 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[edit]
The time limit reappears inNew Super Mario Bros. U andNew Super Mario Bros. U Deluxe.
Every level inNew Super Luigi U starts at 100 seconds. 100 seconds are added to the timer when the player enters a boss door, while 250 seconds are added before the player fightsBowser. Each in-game count lasts one second inNew Super Luigi U.
InNew Super Mario Bros. U Deluxe, ifNabbit orToadette is used in a level, 100 seconds will be added to the timer. This is not applied a second time for using both characters.
Super Mario 3D World /Super Mario 3D World + Bowser's Fury[edit]
The time limit reappears inSuper Mario 3D World andSuper Mario 3D World + Bowser's Fury, working as it does inSuper Mario 3D Land, though it once again gives points instead. Certain courses (such asPretty Plaza Panic) have a 100-second time limit (73.75 seconds in real time), and some courses (such asNight Falls on Really Rolling Hills) even have a 30-second time limit (22.125 seconds in real time). The + Clocks also return, working as they do inSuper Mario 3D Land.
Mystery Houses instead use the same time limit as Mystery Boxes for each challenge (the normal time limit has its digits replaced with dashes).
Super Mario Maker /Super Mario Maker for Nintendo 3DS[edit]
The time limit reappears inSuper Mario Maker andSuper 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 theE3 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[edit]
InSuper Mario Run, there is a time limit for every course in World Tour except forHow to Play. Courses can start with different time limits, usually 60, 90, or 99. The courseScaredy Rat Race withBlack Coins has an extremely low time limit, starting at 10 seconds. The player can hitTime Blocks to increase the time. InBowser's Bob-ombing Run, hitting Bowser with aBob-omb has the same effect.Pause Blocks stop the timer from counting down while the player stands on them, as does floating inside abubble. The maximum number of seconds is 99; trying to gain more time than that keeps the timer at 99. The player has an infinite amount of time onEasy Mode.
In Toad Rally, each run starts at 60 seconds, and there is no way to extend or stop the timer. Time Blocks do not appear, while Pause Blocks and bubbles do not affect the clock.Remix 10 does not have time limits on any course.
Super Mario Maker 2[edit]
The time limit reappears inSuper Mario Maker 2, working as it does inSuper Mario Maker. In the online multiplayer mode of this game, if the time limit reaches zero, all players restart the course in Multiplayer Co-op, while in Multiplayer Versus, it is considered a tie, with remaining players having their Versus Rating unchanged.
In theSuper Mario 3D World style, the indicator glows red when the timer is below 100 seconds, but it does not beep for the last 10 seconds.
Mario & Wario[edit]
InMario & Wario, a variation of the usual timer called theTime Gauge (タイムゲージ)[3] appears, and it is represented by a bar rather than numbers.
Wario Land: Super Mario Land 3[edit]
InWario 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 half step. 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[edit]
In theMario Party series, variousminigames have time limits (usually thirty or sixty 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 asOdd Card Out and10 to Win, have a time limit per round or turn (usually five or ten seconds). In most minigames that can last as long as ten, five, three, or two minutes, a timer does not appear until thirty or sixty seconds are left. In a few minigames that have short time limits (usually thirty or ten seconds), such asRock, Paper, Mario andBob-omb Combo, a timer does not appear until five seconds remain. In a few minigames, such asBalloon of Doom andHead Waiter, a player loses if they do nothing within the time limit, while in others, such asScaldin' Cauldron andCardiators, a player automatically does a required task if time runs out.
When the announcer calls out"Start!" or"Go!" (or the first whistle plays inMario Party Advance,Mario Party DS, andMario Party 10), 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 inMario Party Advance,Mario Party DS, andMario Party 10).
Some events onboards 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[edit]
In theSuper 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. InSuper Smash Bros. for theNintendo 64, the announcer says,"Time up!" once the timer expires. The phrase is instead"Time!" in the English versions sinceSuper 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 aGame Over.
Mario vs. Donkey Kong series[edit]
Mario vs. Donkey Kong[edit]
InMario vs. Donkey Kong andits Nintendo Switch remake, most levels have a timer with 120 or 150 seconds. The levelsDonkey Kong andDonkey 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 original 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.
TheNintendo Switch remake featuresTime Attack, an unlockable mode that can be played on both regular and Plus levels afterVs. Donkey Kong andVs. Donkey Kong Plus, respectively, have been completed. The mode's target time of the level acts as a facsimile to the time limit, as the player is instantly defeated if the timer counts up to the target time before they even complete the level. The timer in the Time Attack mode increments in real time, but it is paused during level transitions in regular levels.
In theCasual playstyle exclusive to the remake, there is unlimited time for the player to complete the level, thus the time limit is displayed with an infinity symbol instead.
Mario vs. Donkey Kong 2: March of the Minis[edit]
InMario vs. Donkey Kong 2: March of the Minis, the time limit does not start counting down until the player activates aMini or picks upColor 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.
All of the fights withDonkey Kong have a time limit of 180 seconds.
Mario Kart series[edit]
Mario Kart: Double Dash!![edit]
InMario Kart: Double Dash!!, allShine Thief games have a time limit, and the team who gets theShine Sprite first starts the timer. The team that has the Shine Sprite when time runs out wins the game.
Mario Kart DS[edit]
InMario Kart DS, all the missions in theMissions 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[edit]
InMario Kart Arcade GP,Mario Kart Arcade GP 2, andMario Kart Arcade GP DX, the player has a time limit to adjust their seat, choose a character to play as, take a picture of themselves, 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[edit]
InMario Kart Wii'sBattle 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 (though it does not really stop in-game), after which the background music goes up ahalf 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[edit]
InMario 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 (though it does not really stop in-game), after which the background music goes up 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 fromMario 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[edit]
InMario Kart 8 andMario 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 goes up 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. In Shine Thief, the timer starts when the first player touches the Shine Sprite, and it goes down from 20 (30 in team play). Additionally, each time unit in the mode is 1.98 seconds, so it actually takes 39.6 seconds (59.4 in team play). If the player holds on to the Shine Sprite when time is up, they will be the winner.
Mario Kart World[edit]
This section is astub. Please considerexpanding it to include any missing information.Specifics: Note how the timer decreases for intermissions; does it make a countdown noise, blink red, flash, etc.
InMario Kart World's Battle mode, each course has a time limit of three minutes, and the time cannot be adjusted. When one minute remains, the timer flashes red for three seconds, after which the background music goes up a half step and speeds up. When 10 seconds remain, the timer begins to play a countdown sound at each second; when five seconds remain, the timer begins to flash red and a higher-pitched countdown sound plays.
In a friend room, the "Intermission" option allows the room host the ability to set down-time in between games, with the options being 10 seconds, one minute, and five minutes.
Comparison of platformer countdown speeds[edit]
| Game(s) | Real-time seconds per 400 units |
|---|---|
| Super Mario Bros. /Super Mario Bros.: The Lost Levels /Super Mario Bros. Deluxe | 160 (NTSC) / 133 (PAL) |
| Super Mario Bros. 3 /Super Mario Advance 4: Super Mario Bros. 3 | 272 |
| Super Mario Land | 266 |
| Super Mario World /Super Mario World: Super Mario Advance 2 | 273 (NTSC) / 233 (PAL) |
| Super Mario Land 2: 6 Golden Coins | 320 |
| Super Mario 64 DS (VS mode) | 1,200 |
| New Super Mario Bros. | 300 |
| Super Mario 3D Land | 295 |
| New Super Mario Bros. 2 | 300 |
| New Super Mario Bros. U | 300 |
| New Super Luigi U | 400 |
| Super Mario 3D World | 295 |
| Super Mario Maker /Super Mario Maker for Nintendo 3DS | 400 |
| Super Mario Maker 2 | 400 |
| Wario Land: Super Mario Land 3 | 426 |
Gallery[edit]
Time-Up message in a land stage ofSuper Mario Bros. 3
Icon for time fromSuper Mario 3D Land
Notes[edit]
- In olderSuper Mario Bros. games andSuper 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 inSuper 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.
See also[edit]
References[edit]
- ^Super Mario Land 2: 6 Golden CoinsMedia:Super Mario Land 2 Tutorial Level.png
- ^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.
- ^Mario & Wario instruction booklet, pages 6 & 10.
- Terms
- Game mechanics
- Super Mario Bros.
- Super Mario Bros. 3
- Super Mario Bros.: The Lost Levels
- Super Mario Land
- Super Mario World
- Super Mario Land 2: 6 Golden Coins
- Mario & Wario
- Wario Land: Super Mario Land 3
- New Super Mario Bros.
- New Super Mario Bros. Wii
- Super Mario 3D Land
- Super Mario 3D World
- New Super Mario Bros. 2
- New Super Mario Bros. U
- Luigi's Mansion: Dark Moon
- New Super Luigi U











