Sands of Time (also known as Snows of Time in festive events) is a team-based PVE game in MC Championship, added in MCC 5, as the third additional game in the event. This game is heavily based off of the Noxcrew Gameshow version.
For its updated Season 2 version, it is the first additional game introduced in Season 2.
Official Description[]
Sands of time[sic] is the most cryptic game in MCC. Teams enter their own dungeons and compete against the clock to collect as much hidden gold as they can. Keeping the timer topped up with sand is the only way for you to stay in the game. If you die, your team must sacrifice resources to revive you. Bank your gold by offering it to the sphinx for a fee, or keep every coin by leaving the dungeon. However, if you leave, you can’t return.
Feeling ambitious? You’ll be rewarded! Coins are more valuable the deeper you delve into the dungeon, but be careful! If you don’t get out before the timer runs out, your bravery will have been for nothing.
Goal[]
In Sands of Time, players must go through a dungeon temple to collect coins scattered across the ground. In the dungeon, they will find useful items like armor, weapons, sand, and more. Players can also find coins to earn more points in game, and keys to unlock vaults to earn many more coins. These are usually guarded by mobs or hindered by parkour. If players die, they will be trapped and must be saved with sand. They also lose everything they were carrying, including coins, which are also deducted by 20%.
Sand can be used to extend the timer in the center to maximize the amount of time the players are in the dungeon. There is a sphinx in the middle that will save coins without having to exit the temple, but it will take a 20% fee.
Each player has a unique carpet marker that they can place down to show where they've gone or to make a trail back to the exit. Players want to maximize the amount of time they are in the dungeon without being trapped in it. If the timer runs out, the players who are still left inside the dungeon will be trapped, losing team coins. Teamwork and time management are crucial in this game.
When players get trapped in the dungeon, they are teleported into a cage where they can't roam freely. Going out of the dungeon when the timer isn't out yet teleports the player to a free roaming area.
Sand[]
Sand is very crucial in the game. Sand is mainly used to extend the timer at the spawn area up to 2 minutes. Each sand yields 10 seconds per block. There are, however, other uses of sand:
- If a player dies, they can be revived by sacrificing one sand.
- Sand can also be used in "Sand Sacrifices", where players can use sand to get some extra coins or to make it easier to get to the gold key.
Vaults[]
Vaults are a crucial part of the game, gaining teams a significant amount of coins when opening one. There are a total of four vaults in the game (blue, red, green, and gold). Each vault corresponds to the keys scattered around the map.
Vaults have their own "personalities" (such as red having blazes and lava obstacles) and blocks telling players that a vault is in the same path the player is in.
Some keys and vaults are generated in specific areas: (if unspecified, they can be found somewhere in the dungeons)
- Blue = The blue key is always located underneath the sand timer.
- Red = The red key is always located in a puzzle room that is connected to the hub room.
- Green = The green vault is always directly connected to the hub room.
- Gold = The key is always behind a lava parkour. There are two types of parkour challenge a player can face.
- In some occasions, players can make this parkour easier by sacrificing 4 sand blocks (equivalent to 40 seconds).
Remixes[]
- Main article: Game Remixes
Sands of Time has been remixed once in its lifetime.
- MCC P23 - Sands of Pride: Some sand blocks in the game will give either buffs or debuffs in the game. Each effect's duration will depend on how much time is left on the timer.
Appearances and Overview[]
- For all Sands of Time runs, see List of Sands of Time Runs.
Trivia[]
- This game is the most played 'finale game', the eighth and last game of the event.
- This game is also often played as one of the final two games of an event.
- This game is the least likely of the games to get a new map as the dungeons are randomly generated every event.
- The map was completely revamped in MCC 15, but with similar rooms in the dungeons.
- The game's music, introduced in MCC 15, is similar to Noxcrew Gameshow's Pilot Season version of the game and Noxcrew Gameshow's Python's Crypt in Season 1.
- The in-game version of the music for this game is slightly different compared to the version released publicly. This is the same case as with Bingo but Fast.
- This is noticeable with the drum sounds, where it is more prominent in the in-game version, compared to the public version.
- In MCC 13, this game was given a winter theme and renamed "Snows of Time". The seasonal rebranding ended up negatively affecting the teams' performances because the snow blocks were hard to distinguish from the background, causing many teams to run out of time before they could fully explore the dungeons, or in some cases, before the players could get out. This was fixed in MCC 19, where the dungeons were made darker.
- Every team color has been the best performing team at least once.
- Before MCC AS, disconnecting during the game would count as a death.
- After MCC 18, disconnecting during the game will now respawn the player back to their original spot with all their equipment, loot, coins and health as well as resistance lasting until the player finishes loading the resource pack.
- In the version used in Noxcrew Gameshow, players would have to collect diamonds in chests instead of coins. If a player dies in the dungeon, they would be out permanently from the game.
- Ever since MCC 15, there has been a misplaced block in Snows of Time.
- There has been only one event in which every team opened the same vault, being in MCC 17, where all teams opened the blue vault.
- The lowest possible amount of time to spend inside the dungeon is 2 minutes and 20 seconds. (30 seconds grace period and 1 minute and 50 seconds for the timer) The timer ticks to 1:50 after the grace period is over.
- Only two teams have this record: MCC 5's Orange Ocelots and MCC 27's Pink Parrots.
- The first person to open a vault in the game was Technoblade in MCC 5. However, he got locked in.
- The first person to open the gold vault was TommyInnit in MCC 8. However, he was also locked in.
- The first team to open three vaults in the game was the Purple Pandas (Rendog, InTheLittleWood, FalseSymmetry, and Illumina) in MCC 15.
- The first team to open all four vaults in the game was the Red Rabbits (Dream, GeorgeNotFound, CaptainPuffy, and awesamdude) in MCC 22. However, Dream was locked in, losing the coins from the golden vault he opened. He had banked his coins before attempting this.
- The first team to open all four vaults without any lock-ins was MCC 30's Green Geckos, with jojosolos, PeteZahHutt, Michaelmcchill, and KaraCorvus.
- This has since been replicated by the MCC 31 Blue Bats and the MCC P23 Blue Bats.
- In MCC P23, Antfrost became the first person to open 3 vaults by himself.
- According to the admin stream, the game remix in MCC P23 was initially pitched by ManWithRaft, a MCC tester, then passed on to Seapeekay, then submitted by Antfrost.
- Disregarding events where all players played this game for the first time, Smallant1 is the only person to achieve the most coins collected on his first playthrough of Sands of Time during MCC 4KO
History[]
Event | Changes |
---|---|
MCC 29 | - The gold key parkour has been reverted to the version used before MCC 21. |
MCC 21 | - Tunnel difficulty has been increased, and they now go a bit deeper. - A new parkour challenge has been added for the gold key. For this challenge, however, players can sacrifice 4 sand to make it easier. |
MCC 17 | - Each puzzle room now has a reset button. Some rooms can be reset infinitely, while others can only be reset once. - All Vexes are removed. |
MCC 16 | Sands is more common in the central room. |
MCC 15 | The game received an overhaul: • The central room was adjusted: ㅤ • More pathways were added. ㅤ • Some pathways now lead directly to puzzles to give sand keepers more to do while staying close to the timer. ㅤ • Small rocked rooms filled with coins were added around the hub, which could be unlocked by depositing sand. • Added puzzle rooms. • Cracked blocks was added, which could be broken to lead to new areas. Some contain coins. • Some mobs are now encased in stone and will only come to life when a player walks over a specific area. • Vaults and their keys were changed: ㅤ • Every vault is now in its own separate pathway from the hub. ㅤ • The pathway leading to the vault will be lined with a specific color. ㅤ • Vault keys are now located in their own rooms on top of a podium of the same color. |
MCC 10 | Rotten tomatoes are added to the end hub, which can be used to throw at other players. |
MCC 9 | Spot to place sand is changed slightly |
MCC 8 | - Overall amount of sand in the map is slightly reduced. - Extra challenges are added below the sand timer. - There are now 20% penalty on coins upon death for a player. - Coins banked throughout the game are now evenly split amongst players at the end. - Added a parkour course at the end hub. |
MCC 7 | Spawners now drop coins. |
MCC 5 | Game introduced and debut. |
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