abstract | - Most video games strongly enforce their time limits -- if the clock reaches zero, death immediately follows. But some video games like to make their punishments a bit more interactive. A classic example is deploying an Invincible Minor Minion (Touch of Death optional) to chase the player while they still try to complete their objective, but other forms can include Malevolent Architecture (like an Advancing Wall of Doom). This is most prevalent in Arcade Games, as a deterrent to discourage one player from hogging the machine if others are waiting in line behind them. Note that this is not the same as levels that incorporate an Advancing Wall of Doom (Descending Ceiling, rising lava, etc.) from the start of a level, or a battle against an Advancing Boss of Doom, or any other predefined segment; when a player is Stalked by the Bell, the threat only manifests as a punishment for not completing their objectives before the clock expires. Likewise, this is not merely a Timed Mission justified by an in-universe threat, as many missions are already justified by a Self-Destruct Mechanism, Incredibly Obvious Bomb, etc.
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