upon the second, four minutes; upon the third, eight minutes. Mistakes succeeding the third continue deducting eight minutes. If the player runs out of time, Mario falls over, and the game is over. If the player finishes the puzzle, Mario makes a thumbs-up motion, and the final picture is shown, with a subtitle detailing what it is. Additionally, a "With Hint" option is available at the beginning of the puzzle. Choosing this will start a roulette with the numbers labelling the columns and rows. The player is able to semi-actively choose a row and a column to be pre-filled in. After a puzzle is complete, its time of completion is shown on the menu, as well as whether the player used the With Hint option. Mario's Picross features a total of 256 puzzles, separated into four modes — "Easy Picross", "Kinoko", "Star" and "Time Trial" — with 64 in each. The Easy Picross, Kinoko and Star modes all follow the gameplay pattern aforementioned (increasing in difficulty), while Time Trial mode is untimed and does not show the player where they have made mistakes. If the player scores high enough, they will be able to insert their score by using their initials, much like an arcade game. Whilst the Easy Picross, Kinoko and Star modes are playable prior to beating the game, Time Trial mode is only playable when the other three modes have all been completed. The game also allows the player to select from a number of tracks to listen to while completing puzzles. Development and release Mario's Picross was developed by Jupiter and Ape and was published worldwide by Nintendo. The game was created in an effort to capitalize on the popularity of puzzle games in Japan. Jupiter would go on to become the developer for the majority of the picross games present on Nintendo systems. The game was released for the Game Boy in 1995. It was also re-released on the Nintendo 3DS Virtual Console in 2011 on 14 July in Europe, on 4 August in North America and on 22 August in Japan. Upon the game's release, despite Nintendo's marketing through television commercials and Nintendo Power magazine, the game did not meet the market trends of English-speaking regions and failed there. The game, however, proved to be popular in Japan. Due to the failure of this game in English-speaking regions, future nonogram logic puzzles from Nintendo