Three different kinds of timer appear across the library and they demand opposite behaviour. Confusing them is one of the more expensive mistakes available.
The fixed run clock
A countdown that ends the run regardless of what you do - Moving Target Archery's sixty seconds, Speed Archer's sixty, Arrow Collector's ninety.
Here the clock is a fixed budget and the goal is points per second. Steady rhythm, no bursts, and no reason to hurry beyond your reliable rate.
The extension clock
Archery Timer's clock is a resource you spend and earn. Every hit returns time, scaled by which ring you land in, and the run ends when you can no longer pay for it.
This inverts the usual advice at low clock: when you have under five seconds, take whatever is nearest and forget the multiplier entirely. Survival first, score second.
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Per-target expiry
Draining rings on individual targets - Archer Rush, Arrow Storm, Quick Draw Archer. The run clock may be separate or absent; what matters is that each target has its own deadline.
The tactic here is triage: order targets by emptiest ring, plan the sequence before the first shot, and concede anything unreachable.
Recognising which you are in
The HUD tells you. A single Time readout counting down is a fixed clock unless hits visibly add to it. Rings around individual targets mean expiry. Both together, as in Archer Rush, mean you are managing two independent clocks.
Getting this wrong is expensive: playing a fixed clock like an extension clock wastes the opening, and playing an extension clock like a fixed one ends the run early.
Key takeaways
- Fixed clocks reward steady rhythm and points per second.
- Extension clocks make time a resource - at low clock, take the nearest target and ignore the combo.
- Per-target expiry rings need triage and a planned sequence.
- Check the HUD to identify which kind of timer you are dealing with.
Frequently asked questions
How do I tell if hits add time?
Watch the Time readout after a hit. In Archery Timer it visibly jumps; in fixed-clock games it does not.
Should I ever rush?
Only on an extension clock that is nearly out, or in a game that explicitly scores volume. Rushing a fixed clock costs more in broken combos than it gains.
What if a game has both kinds of timer?
Archer Rush does. Treat the per-target rings as the immediate priority and the run clock as the overall budget.