History Main / Cap

15th Aug '17 10:05:49 AM wingedcatgirl
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* In the original arcade version of ''VideoGame/DonkeyKong'', the score rolls over to zero at 1 million points. This is almost, but not quite, impossible to reach, due to both the high difficulty of the game and the KillScreen which ends the game at level 22. Only three such scores are recorded on Twin Galaxies.

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* In the original arcade version of ''VideoGame/DonkeyKong'', the score rolls over to zero at 1 million points. This is almost, but not quite, impossible to reach, due to both the high difficulty of the game and the KillScreen which ends the game at level 22. Only three such scores are recorded on Twin Galaxies. The level counter is also capped at 99, though the aforementioned KillScreen does prevent anyone from seeing this. The KillScreen itself is due to cap problems -- the time limit is supposed to increase with every stage, capped at 8000, but this cap is only applied at the very end of the calculation, which means that the time limit for level 22 rolls over to an impossibly-low 400 before the game thinks to check anything.
29th Jul '17 10:30:42 AM nombretomado
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* The {{NES}} and GameBoy versions of ''VideoGame/{{Tetris}}'' cap score at 999,999 points. The former has no caps on anything else, really. If you clear 1,000 lines, it will be displayed as A00, then B00, etc. Past "Z99" lines will make the game start using random symbols for the hundreds digit. Same goes with the counters for each piece. These counters will loop back around to 000 after clearing 25,600 lines or getting that many of a piece. The level counter will start to cycle through a pseudo-random sequences of two hexadecimal digits after level 30. The game also starts to break pretty horribly after that, requiring you to pause and resume to keep the game going. The level counter will go back to 00 after 256 levels.

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* The {{NES}} {{UsefulNotes/NES}} and GameBoy UsefulNotes/GameBoy versions of ''VideoGame/{{Tetris}}'' cap score at 999,999 points. The former has no caps on anything else, really. If you clear 1,000 lines, it will be displayed as A00, then B00, etc. Past "Z99" lines will make the game start using random symbols for the hundreds digit. Same goes with the counters for each piece. These counters will loop back around to 000 after clearing 25,600 lines or getting that many of a piece. The level counter will start to cycle through a pseudo-random sequences of two hexadecimal digits after level 30. The game also starts to break pretty horribly after that, requiring you to pause and resume to keep the game going. The level counter will go back to 00 after 256 levels.
14th Jul '17 7:37:09 AM CouchAlmark
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[[folder:Live-Action TV]]
* ''Series/KamenRiderExAid'', being based on video games and the 8-bit era in particular, has a cap of 128 in any given statistic[[note]]punching and kicking power in tons, maximum jump height in meters, and time needed to run 100 meters[[/note]] as the limit of how strong the characters' superpowers can make them. Only one character explicitly reaches the stat cap, but others are capable of doing so temporarily through stat-enhancing items.
[[/folder]]
3rd Jul '17 11:03:40 PM DastardlyDemolition
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** Similar to ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' before it, ''VideoGame/Fallout4'' has no "official" level cap but level 278 allows Nate/Nora to max out all of their perks and S.P.E.C.I.A.L. attributes. Additionally, the game crashes if you go over Level 65,535 (nigh impossible outside of console commands). Your S.P.E.C.I.A.L. attributes cap at 10 per series tradition but can be boosted to 11 if you got the Vault-Tec Bobbleheads and further boosted with chems, food, and clothes. Perks have a cap on how many times they can be upgraded usually to rank 2 to 5 but it also related to the appropriate S.P.E.C.I.A.L. attribute.
20th Jun '17 4:20:54 PM billybobfred
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** Maximum finite value for anything is 1.7976931348623157e+308 - anything higher causes the value to become Infinite.

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** Maximum finite value for anything is 1.7976931348623157e+308 - anything higher causes the value to become Infinite. [[https://www.youtube.com/watch?v=9hdFG2GcNuA This is a feature of 64-bit floating-point notation.]]
20th Jun '17 11:25:19 AM gophergiggles
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* ''VideoGame/{{Boktai}}'' infamously had very high item caps. You could carry 99 of each individual type of item, and having 8 different kinds of health-replenishing apples ''alone'' that were handed out in ludicrous quantities for good ratings in levels (often as many as ''20'' apples at a time), it meant it was almost impossible to die (it was ''difficult'' to reach even Sol City without apples in the high 80s). Later games amended this by having not only limited inventory space but also items that could spoil in time to prevent hoarding the good ones.
12th Jun '17 9:26:31 PM nombretomado
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* ''VideoGame/MushihimeSama Futari'' versions 1.01 and 1.5 have a score cap of 3,999,999,999 points. The Black Label version averts this. However, the Xbox360 port once again has one; it is possible to reach 9,999,999,999 points in Arrange Mode.
* ''VideoGame/{{Espgaluda}} II'' also has a score cap of 3,999,999,999 although the world record is under a billion; the cap has only ever been hit by exploiting a bug in the [=iOS=] port. The Arrange Mode in the Xbox360 version lifts this cap, although if you have the detailed score display turned on, that display glitches when trying to show a number above 9,999,999,999; the first two digits get replaced by characters after the digit '9' in ASCII (so 10 billion would be ":000000000", 11 billion is ";000000000", 12 billion is "<000000000", and so on).

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* ''VideoGame/MushihimeSama Futari'' versions 1.01 and 1.5 have a score cap of 3,999,999,999 points. The Black Label version averts this. However, the Xbox360 UsefulNotes/Xbox360 port once again has one; it is possible to reach 9,999,999,999 points in Arrange Mode.
* ''VideoGame/{{Espgaluda}} II'' also has a score cap of 3,999,999,999 although the world record is under a billion; the cap has only ever been hit by exploiting a bug in the [=iOS=] port. The Arrange Mode in the Xbox360 Xbox 360 version lifts this cap, although if you have the detailed score display turned on, that display glitches when trying to show a number above 9,999,999,999; the first two digits get replaced by characters after the digit '9' in ASCII (so 10 billion would be ":000000000", 11 billion is ";000000000", 12 billion is "<000000000", and so on).
11th Jun '17 12:23:48 PM catmuto
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** The inventory cap alows 99 of every [[ImprobablyWeaponUser film]]-type and health restorative item, like Sacred Water and Herbal Medicine.
** The player is allowed to only carry 1 [[OneUp Stone Mirror]] at a time. Averted in ''Fatal Frame V'', where multiple Stone Mirrors can be carried around.

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** The inventory cap alows 99 of every [[ImprobablyWeaponUser [[ImprobableWeaponUser film]]-type and health restorative item, like Sacred Water and Herbal Medicine.
** The player is allowed to only carry only 1 [[OneUp Stone Mirror]] at a time. Averted in ''Fatal Frame V'', where multiple Stone Mirrors can be carried around.
11th Jun '17 12:23:07 PM catmuto
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* ''Franchise/FatalFrame''
** The inventory cap alows 99 of every [[ImprobablyWeaponUser film]]-type and health restorative item, like Sacred Water and Herbal Medicine.
** The player is allowed to only carry 1 [[OneUp Stone Mirror]] at a time. Averted in ''Fatal Frame V'', where multiple Stone Mirrors can be carried around.
31st May '17 7:57:16 AM StFan
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* ''VideoGame/{{Pac-Man}} Fever'' has a few games where it's possible to score higher than 999, most notably Vend-A-Fruit. Interestingly enough, while the game can recognize scores higher than 999 (and will place them accordingly), they'll all show as 999 on the high score table.

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* ''VideoGame/{{Pac-Man}} ''VideoGame/PacMan Fever'' has a few games where it's possible to score higher than 999, most notably Vend-A-Fruit. Interestingly enough, while the game can recognize scores higher than 999 (and will place them accordingly), they'll all show as 999 on the high score table.



[[folder:Film - Live Action]]

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[[folder:Film - Live Action]][[folder:Films -- Live-Action]]



** The same cap is used for fall damage, 1d6 per 3m fallen to a maximum of 20d6. This gets hilarious around lvl 10, when characters could fall from orbit and live with a strict rule interpretation. Though fire damage from friction could probably still kill them.
*** What's really fun is the epic spell Nailed to the Sky (from a much later edition), which puts the target in orbit.

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** The same cap is used for fall damage, 1d6 per 3m fallen to a maximum of 20d6. This gets hilarious around lvl 10, when characters could fall from orbit and live with a strict rule interpretation. Though fire damage from friction could probably still kill them.
***
them. What's really fun is the epic spell Nailed to the Sky (from a much later edition), which puts the target in orbit.



*** 4th Edition caps the levels at 30. ''Sort of.'' The mathematics in 4e is linear, so you can actually extend it all indefinitely and everything remains relatively well balanced, there are even enemies that are over level 30, although they're all gods or god-like beings. [=PCs=] who hit 30 get to finish whatever it is they are doing and then are consumed by their Epic Destiny which, more often than not, results in ascension to godhood.
*** They do, however, run out of powers and such. Insert auto-power generation programs!

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*** 4th Edition caps the levels at 30. ''Sort of.'' The mathematics in 4e is linear, so you can actually extend it all indefinitely and everything remains relatively well balanced, there are even enemies that are over level 30, although they're all gods or god-like beings. [=PCs=] who hit 30 get to finish whatever it is they are doing and then are consumed by their Epic Destiny which, more often than not, results in ascension to godhood.
***
godhood. They do, however, run out of powers and such. Insert auto-power generation programs!






[[folder:Pinball]]

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[[folder:Pinball]][[folder:Pinballs]]



* Similarly, [[http://en.wikipedia.org/wiki/Absolute_Zero absolute zero]] (−273.15°C or −459.67°F) can not be achieved, as per the Third law of Thermodynamics.
** Oddly, negative temperatures (measured in Kelvin[[note]]There are no "degrees" Kelvin. Just Kelvin.[[/note]]) are possible, but are actually the HOTTEST possible temperatures, as heat will always flow from a negative temperature system to a positive temperature system.

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* Similarly, [[http://en.wikipedia.org/wiki/Absolute_Zero absolute zero]] (−273.15°C or −459.67°F) can not be achieved, as per the Third law of Thermodynamics.
**
Thermodynamics. Oddly, negative temperatures (measured in Kelvin[[note]]There are no "degrees" Kelvin. Just Kelvin.[[/note]]) are possible, but are actually the HOTTEST possible temperatures, as heat will always flow from a negative temperature system to a positive temperature system.



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