History Main / Cap

27th Apr '17 6:02:39 AM Arcorann
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* Many of the Endless modes in the console versions of ''VideoGame/DanceDanceRevolution'' have caps that can be reached in a "reasonable" amount of play. In particular, the system used in X and X2 caps at 9,999,999,999,999 points, at which point the player's run ends. In 4thMIX the cap is at 10^32 - 1, while in 3rdMIX the cap is 10^72 - 1.



** In ''The Embodiment of Scarlet Devil'', there is a limit of 640 bullets onscreen at once. Even when facing BonusBoss Flandre Scarlet, this isn't a problem (though And Then Will There Be None? can hit the cap during the late part of the first phase), but if you install one of certain fanpatches that make the game a lot harder, it can cause some of her attacks to [[http://www.youtube.com/watch?v=s_3zZZmap8Y exceed that limit and look rather odd]].
*** ''Imperishable Night'' also hits the bullet cap on rare occasions, most notably during the Last Word [[http://www.youtube.com/watch?v=TTHcUCt4fQc Saigyouji Flawless Nirvana]].

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** In ''The Embodiment of Scarlet Devil'', there is a limit of 640 bullets onscreen at once. Even when facing BonusBoss Flandre Scarlet, this isn't a problem (though And ''"And Then Will There Be None? None?"'' can hit the cap during the late part of the first phase), but if you install one of certain fanpatches that make the game a lot harder, it can cause some of her attacks to [[http://www.youtube.com/watch?v=s_3zZZmap8Y exceed that limit and look rather odd]].
*** ''Imperishable Night'' also hits the bullet cap on rare occasions, most notably during the Last Word [[http://www.''[[http://www.youtube.com/watch?v=TTHcUCt4fQc Saigyouji "Saigyouji Flawless Nirvana]].Nirvana"]]''.



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[[folder:Film - Live action]]Action]]
24th Apr '17 7:20:49 PM Malady
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* ''VideoGame/TheLegendOfZelda'' had a money cap at 255, with no opportunity to increase it. Later games in the series had {{Wallet Upgrade}}s.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', the banker in Clock Town will hold on to your Rupees so you can have more available than your wallet can carry. But once you go over 5000 Rupees, he himself will refuse to hold any more. If the player has a full wallet and 4999 Rupees in the bank, he'll take whatever you give him but no more.

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* ''VideoGame/TheLegendOfZelda'' had a money cap at 255, with no opportunity to increase it. Later games %%
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in the series had {{Wallet Upgrade}}s.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', the banker in Clock Town will hold on to your Rupees so you can have more available than your wallet can carry. But once you go over 5000 Rupees, he himself will refuse to hold any more. If the player has a full wallet and 4999 Rupees in the bank, he'll take whatever you give him but no more.
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* ''VideoGame/TheLegendOfZelda'' had a money cap at 255, with no opportunity to increase it. Later games in the series had {{Wallet Upgrade}}s.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', the banker in Clock Town will hold on to your Rupees so you can have more available than your wallet can carry. But once you go over 5000 Rupees, he himself will refuse to hold any more. If the player has a full wallet and 4999 Rupees in the bank, he'll take whatever you give him but no more.



* ''VideoGame/TheGuardianLegend'' has an extreme example of this. Older versions of the game will '''crash''' if you max out the score. This is especially bad, since the game gives you [[EveryTenThousandPoints life-increase bonuses when you reach certain plateaus.]]

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* ''VideoGame/TheGuardianLegend'' %%
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has an extreme been alphabetized. Please add your example of this. Older versions of in the game will '''crash''' if you max out the score. This is especially bad, since the game gives you [[EveryTenThousandPoints life-increase bonuses when you reach certain plateaus.]]proper place. Thanks!
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* ''VideoGame/TheGuardianLegend'' has an extreme example of this. Older versions of the game will '''crash''' if you max out the score. This is especially bad, since the game gives you [[EveryTenThousandPoints life-increase bonuses when you reach certain plateaus.]]



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* ''VideoGame/{{Exolon}}'' caps the player's ammo at 99 and grenades at 10.



* ''Exolon'' caps the player's ammo at 99 and grenades at 10.



* It might seem counterintuitive for a racing game, but going slowly in a ''VideoGame/MarioKart64'' TimeTrial will result in you hitting the time cap. The game's engine will not count any higher than ninety-nine minutes, fifty-nine-point-ninety-nine seconds (although subsequent lap times are still counted).
** ''VideoGame/SuperMarioKart'' capped your time at 10 minutes and stopped moving after that.
*** ''VideoGame/MarioKart Wii'' loops the timer after a while, allowing you to get insane times by waiting a few days with your Wii on and crossing the line finish ''just'' as it passes 0.

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* It might seem counterintuitive for a racing game, but going slowly in a ''VideoGame/MarioKart64'' TimeTrial will result in you hitting the time cap. The game's engine will not count any higher than ninety-nine minutes, fifty-nine-point-ninety-nine seconds (although subsequent lap times are still counted).
** ''VideoGame/SuperMarioKart'' capped
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your time at 10 minutes and stopped moving after that.
*** ''VideoGame/MarioKart Wii'' loops
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* In ''VideoGame/{{Carmageddon}}'' the checkpoint
timer after a while, allowing cannot go above 19:59 on the HUD no matter how many +time powerups you pick up, but continues to get insane times by waiting a few days with your Wii on and crossing increase in the line finish ''just'' as it passes 0.background.



* ''WanganMidnightMaximumTune 2'' has you collect a star for every opponent for defeat in versus mode. The stars cap out at 3,999. Interestingly, once you're over 2,000 stars, a fourth-place finish in a four-player battle will ''remove'' a star.
* ''VideoGame/TokyoXtremeRacer Zero'' caps your speed at 263 mph. ''Tokyo Xtreme Racer 3'' caps your money at 99,999,990 credits. Then there's a boss that, thanks to the developers not adjusting its money requirement for the US version, requires more money than this cap, making her [[GameBreakingBug impossible to challenge]]. Since she, along with the rest of the first 599 opponents, must be defeated to face the GiantSpaceFleaFromNowhere FinalBoss, the game is [[UnwinnableByMistake Unwinnable]] without cheating.
* ''VideoGame/InitialDArcadeStage'' has a points cap of 16,777,215. A bug in the early version of ID:AS Ver.2 only protected against an underflow for 1000-point losses in Bunta Challenge mode, and if the player lost 2000 points at once, the counter could roll under and loop around to 16.77 million.
** More a BraggingRightsReward than anything, since you only needed 900,000 points for full tune. And of course, since the requisite is beating the first 10 levels of Bunta Challenge, it's safe to say that a lot of players ended up spending ''more'' money than they would've reaching full tune honestly.



* In ''VideoGame/{{Carmageddon}}'' the checkpoint timer cannot go above 19:59 on the HUD no matter how many +time powerups you pick up, but continues to increase in the background.

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* In ''VideoGame/{{Carmageddon}}'' the checkpoint timer cannot go above 19:59 on the HUD no matter how many +time powerups you pick up, but continues to increase ''VideoGame/InitialDArcadeStage'' has a points cap of 16,777,215. A bug in the background.early version of ID:AS Ver.2 only protected against an underflow for 1000-point losses in Bunta Challenge mode, and if the player lost 2000 points at once, the counter could roll under and loop around to 16.77 million.
** More a BraggingRightsReward than anything, since you only needed 900,000 points for full tune. And of course, since the requisite is beating the first 10 levels of Bunta Challenge, it's safe to say that a lot of players ended up spending ''more'' money than they would've reaching full tune honestly.
* ''VideoGame/MarioKart64'': It might seem counterintuitive for a racing game, but going slowly in a TimeTrial will result in you hitting the time cap. The game's engine will not count any higher than ninety-nine minutes, fifty-nine-point-ninety-nine seconds (although subsequent lap times are still counted).
** ''VideoGame/SuperMarioKart'' capped your time at 10 minutes and stopped moving after that.
*** ''VideoGame/MarioKart Wii'' loops the timer after a while, allowing you to get insane times by waiting a few days with your Wii on and crossing the line finish ''just'' as it passes 0.
* ''VideoGame/TokyoXtremeRacer Zero'' caps your speed at 263 mph. ''Tokyo Xtreme Racer 3'' caps your money at 99,999,990 credits. Then there's a boss that, thanks to the developers not adjusting its money requirement for the US version, requires more money than this cap, making her [[GameBreakingBug impossible to challenge]]. Since she, along with the rest of the first 599 opponents, must be defeated to face the GiantSpaceFleaFromNowhere FinalBoss, the game is [[UnwinnableByMistake Unwinnable]] without cheating.
* ''VideoGame/WanganMidnightMaximumTune 2'' has you collect a star for every opponent for defeat in versus mode. The stars cap out at 3,999. Interestingly, once you're over 2,000 stars, a fourth-place finish in a four-player battle will ''remove'' a star.



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* ''VideoGame/MarvelVsCapcom2'' has an arbitrary 50-hit limit for combos, meaning that if you reach that hitcount, your opponent will be flung high into the air, invincible to your attacks until they get back up again. Suffice to say, tournament players quickly found ways to [[GoodBadBugs break that limit]].
* ''Franchise/MortalKombat'' always has some way of capping a combo after a certain amount of hits, usually by knocking the player back as the last viable hit lands. It isn't perfect, though, as only certain attacks trigger it, and only if done almost immediately after the last one landed, meaning if one times it right, they can get into some crazy infinite combos. ''VideoGame/MortalKombat4'', though, subverts this by allowing the player to remove the cap (called the "Maximum Damage" in-game).



* ''Franchise/MortalKombat'' always has some way of capping a combo after a certain amount of hits, usually by knocking the player back as the last viable hit lands. It isn't perfect, though, as only certain attacks trigger it, and only if done almost immediately after the last one landed, meaning if one times it right, they can get into some crazy infinite combos. ''VideoGame/MortalKombat4'', though, subverts this by allowing the player to remove the cap (called the "Maximum Damage" in-game).
* ''VideoGame/MarvelVsCapcom2'' has an arbitrary 50-hit limit for combos, meaning that if you reach that hitcount, your opponent will be flung high into the air, invincible to your attacks until they get back up again. Suffice to say, tournament players quickly found ways to [[GoodBadBugs break that limit]].



* ''VideoGame/{{Descent}}'' allows you a maximum of 5 Mega Missiles (10 in ''Descent II''), but you can only retrieve 3 after you die.

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* ''VideoGame/{{Descent}}'' allows you a maximum %%
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* ''VideoGame/{{Descent}}'' allows you a maximum of 5 Mega Missiles (10 in ''Descent II''), but you can only retrieve 3 after you die.



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* ''VideoGame/CrushCrush'':
** The levels of hobbies is capped at 75.
** Reset Boosts can't go higher than 2048.
* ''VideoGame/SandcastleBuilder'':
** Maximum finite value for anything is 1.7976931348623157e+308 - anything higher causes the value to become Infinite.
** Production Control can't be upgraded past 6e+51 at which point the player is awarded the "Nope!" badge.
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* ''VideoGame/VirtuaCop 3'' has a score cap of 99,999,999. A combination of building up your score multiplier and using [[BulletTime Exceeding Sense]] to [[ShootTheBullet shoot away bullets]] for [[ScoreMilking massive points]] can make reaching this score very much possible by the end of the game.

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* ''VideoGame/VirtuaCop 3'' has a score cap of 99,999,999. A combination of building up your score multiplier and using [[BulletTime Exceeding Sense]] to [[ShootTheBullet shoot away bullets]] {{Shoot The Bullet}}s for [[ScoreMilking massive points]] can make reaching this score very much possible by the end of the game.



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* ''VideoGame/AnarchyOnline'' has a number of different caps, most related to damage.
** The first cap is in relation to damage done, unless the attack is a Full Auto attack from a ranged weapon, all damage caps at 13,000 points of damage done (though it's been theorized that Agents can hit for about 1 million points of damage without this cap), regardless of whether it's a normal attack or a special attack. Full Auto attacks cap at 15,000 damage (though skilled Soldiers could probably throw out 200k Full Autos without the cap).
** The second cap applied is to [[PlayerVersusPlayer PvP]] damage, of which there are 2 caps: The first cap cuts all damage by 50% incoming for pvp, so hitting another player for 1000 points of damage requires having dealt out 2000 damage before hand...
** A final cap which limits the total amount of damage one single attack can do is limited to no more than 30% of the targeted player's maximum hit points. Considering the usually high amounts of damage flying around in the game, seeing 'capped hits' is more common than you think.
** Another cap comes into play when it comes to gaining experience points: You can only gain experience up to a maximum of one-tenth of the amount you need to level, and with the release of Lost Eden, this also applies to the experience put into research. This makes for interesting strategies applied by players to avoid experience loss as much as possible, since all xp beyond the cap is lost.



* ''VideoGame/GuildWars'' has a system called "Favor of the Gods," which is tied to [[BraggingRightsReward several maxed titles]]. A recent weekend event that made it easy to max out two of those titles pushed the amount of favor well beyond the cap, presumed to be 2^31 milliseconds (about 35,791 minutes). (To put into perspective how much favor was accumulated that weekend: it nearly reached the cap AGAIN.)
** And then there is the wallet cap of 100.000 gold on your character. Trading large quantities of expensive items requires multiple trips to the storage chests for both parties (luckily you can trade standing next to said chests) . Trading for a single item worth more than 100.000 gold is usually done by using a rare crafting material as currency, or the buying party giving the seller his rare customized armor (which the seller can't use or sell for much, but would be very expensive for the buyer to replace) while he pays the amount in several increments, with the armor returned with the last payment.



* ''VideoGame/MapleStory'' originally put the cap on mesos (the game's currency) at 2,147,483,647; the cap has since been raised to 9,999,999,999. Many player-sold items cost [[UpToEleven even more than that]], necessitating real-money trades. Meanwhile, the original damage cap was 199,999; the current cap is 50,000,000, and with certain modifiers, it's possible to reach 110,000,000 damage as a certain class. This causes an interesting shift in utilities for classes, as some classes that are generally considered to be weak will turn out to out perform "strong classes" in a setting where both have achieved capped damage.
* ''VideoGame/RuneScape'' has a strict item stack limit of 2147483647 due to programming. It's impossible to have a stack of items higher than that; you'll simply get a message that it cannot be done if you try. There's still ways around this though, you can have more then one stack of items by storing them in separate places so the stacks don't attempt to automatically combine. A player could theoretically store a stack of 2147483647 coins in their bank, their inventory, coin pouch and house at once, giving them 8589934588 coins in total, well above the "limit".
* In ''VideoGame/UltimaOnline'', getting your weight over 65535 will result in it rolling over to 0 again, allowing you to move absolutely massive piles of materials. Though realistically only a huge pile of ore could so encumber a player. Also stacks of items over 65535 had the same bug, including gold. In a game where the average person could earn 10000 gold an hour.
* For Free-to-Play players of ''VideoGame/TheLordOfTheRingsOnline'', the cap on currency is 2 gold pieces (most items in this game cost silver, and 1 gold = 1,000 silver). Buying a quest pack makes one a premium player and raises the cap to 5 gold. Removing the currency cap entirely (either by buying the privilege with Turbine Points or getting a subscription) brings the cap to 9999 gold, 999 silver and 99 copper.



* ''VideoGame/GuildWars'' has a system called "Favor of the Gods," which is tied to [[BraggingRightsReward several maxed titles]]. A recent weekend event that made it easy to max out two of those titles pushed the amount of favor well beyond the cap, presumed to be 2^31 milliseconds (about 35,791 minutes). (To put into perspective how much favor was accumulated that weekend: it nearly reached the cap AGAIN.)
** And then there is the wallet cap of 100.000 gold on your character. Trading large quantities of expensive items requires multiple trips to the storage chests for both parties (luckily you can trade standing next to said chests) . Trading for a single item worth more than 100.000 gold is usually done by using a rare crafting material as currency, or the buying party giving the seller his rare customized armor (which the seller can't use or sell for much, but would be very expensive for the buyer to replace) while he pays the amount in several increments, with the armor returned with the last payment.
* ''VideoGame/AnarchyOnline'' has a number of different caps, most related to damage.
** The first cap is in relation to damage done, unless the attack is a Full Auto attack from a ranged weapon, all damage caps at 13,000 points of damage done (though it's been theorized that Agents can hit for about 1 million points of damage without this cap), regardless of whether it's a normal attack or a special attack. Full Auto attacks cap at 15,000 damage (though skilled Soldiers could probably throw out 200k Full Autos without the cap).
** The second cap applied is to [[PlayerVersusPlayer PvP]] damage, of which there are 2 caps: The first cap cuts all damage by 50% incoming for pvp, so hitting another player for 1000 points of damage requires having dealt out 2000 damage before hand...
** A final cap which limits the total amount of damage one single attack can do is limited to no more than 30% of the targeted player's maximum hit points. Considering the usually high amounts of damage flying around in the game, seeing 'capped hits' is more common than you think.
** Another cap comes into play when it comes to gaining experience points: You can only gain experience up to a maximum of one-tenth of the amount you need to level, and with the release of Lost Eden, this also applies to the experience put into research. This makes for interesting strategies applied by players to avoid experience loss as much as possible, since all xp beyond the cap is lost.
* In ''VideoGame/UltimaOnline'', getting your weight over 65535 will result in it rolling over to 0 again, allowing you to move absolutely massive piles of materials. Though realistically only a huge pile of ore could so encumber a player. Also stacks of items over 65535 had the same bug, including gold. In a game where the average person could earn 10000 gold an hour.
* For Free-to-Play players of ''VideoGame/TheLordOfTheRingsOnline'', the cap on currency is 2 gold pieces (most items in this game cost silver, and 1 gold = 1,000 silver). Buying a quest pack makes one a premium player and raises the cap to 5 gold. Removing the currency cap entirely (either by buying the privilege with Turbine Points or getting a subscription) brings the cap to 9999 gold, 999 silver and 99 copper.
* ''VideoGame/RuneScape'' has a strict item stack limit of 2147483647 due to programming. It's impossible to have a stack of items higher than that; you'll simply get a message that it cannot be done if you try. There's still ways around this though, you can have more then one stack of items by storing them in separate places so the stacks don't attempt to automatically combine. A player could theoretically store a stack of 2147483647 coins in their bank, their inventory, coin pouch and house at once, giving them 8589934588 coins in total, well above the "limit".
* ''VideoGame/MapleStory'' originally put the cap on mesos (the game's currency) at 2,147,483,647; the cap has since been raised to 9,999,999,999. Many player-sold items cost [[UpToEleven even more than that]], necessitating real-money trades. Meanwhile, the original damage cap was 199,999; the current cap is 50,000,000, and with certain modifiers, it's possible to reach 110,000,000 damage as a certain class. This causes an interesting shift in utilities for classes, as some classes that are generally considered to be weak will turn out to out perform "strong classes" in a setting where both have achieved capped damage.



* ''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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* ''Pac-Man ''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.



* ''H.E.R.O.'' has a score cap of 999999. When you hit the limit, it replaces the score display with "!!!!!!!!!!!!". It records no further change in score even if you run out of lives and start a new game (keeping the score at 0.)

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* ''H.E.R.O.'' ''VideoGame/{{HERO}}'' has a score cap of 999999. When you hit the limit, it replaces the score display with "!!!!!!!!!!!!". It records no further change in score even if you run out of lives and start a new game (keeping the score at 0.)
20th Apr '17 2:50:05 PM Malady
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* One of the key contributing factors to the notorious difficulty of ''VideoGame/The7thSaga'' is the cap of 9 for any item in your inventory. It makes {{heal|Thyself}}ing rather difficult -- which is mind-boggling in a game that also gives you an infinite-use health restoration item.



* One of the key contributing factors to the notorious difficulty of ''VideoGame/The7thSaga'' is the cap of 9 for any item in your inventory. It makes {{heal|Thyself}}ing rather difficult -- which is mind-boggling in a game that also gives you an infinite-use health restoration item.

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* One ''VideoGame/BravelyDefault'' has the standard ''Franchise/FinalFantasy'' damage cap of 9999. This is actually kind of a problem in the late game, making a lot of the key contributing factors to the notorious difficulty higher-powered abilities less udeful than they should be. You can get around it with Bravely Second, but that's not really a viable strategy without [[BribingYourWayToVictory spending a lot of ''VideoGame/The7thSaga'' is the cap of 9 for any item in your inventory. It makes {{heal|Thyself}}ing rather difficult -- which is mind-boggling in a game that also gives you an infinite-use health restoration item.money]] (and vaguely cheating).



* In the ''VideoGame/{{SaGa}}'' series:
** Characters in ''[[VideoGame/MakaiToshiSaGa The Final Fantasy Legend]]'' have a visible HP cap of 999. However, human characters don't get HP from levels or other internal stats; they get them from buying HP-increasing items. The items themselves are at least partially capped in their effectiveness (use enough and even the most powerful variety only adds 1 HP) -- but can increase the value well over 999.
** In the [[VideoGame/SaGa2 second game]], Humans and Mutants have a chance of their stats increasing at the end of battle, with that chance going up if they happened to use that particular stat in that battle (casting spells for Magic or taking damage for HP, for instance). They can't gain attributes past the cap of 999 HP or 99 Strength, Agility, Magic, or Defense, but a naked Human or Mutant could level to the cap and then put on armor or use rare stat-boosting items to break it. Robots don't level up permanently but can also break the displayed stat cap by wearing multiple copies of powerful equipment. ([[spoiler:Or by using a GoodBadBug to give them potentially infinite amounts of agility.]]) However, stats will loop around to 0 if they go over 255. And for whatever strange reason, some calculations involving agility only use the last two digits of it, so a character with 100 agility is slow as molasses. Meanwhile, ''damage'' caps are completely absent here; you can do five-digit damage long before it was possible in most {{R|olePlayingGame}}PGs if you have enough strength, agility, and the game's InfinityPlusOneSword.
** ''VideoGame/{{SaGa 3}}'' just does away with trying to cap your HP (displayed as 999 if exceeded) and core stats (which still actually cap at 255 but only display as 99 if you have more). You can see someone's actual max HP if you revive them in battle; the amount of HP recovery will be displayed in full. A level 99 human or mutant will have max HP in the 2000s. Robots can just go nuts; they get stronger in the same way humans did in the first game.
*** The DS remake completely overhauls the level system with a StatGrinding system like the other ''[=SaGa=]'' games and uses your base stats as a human as the standard, with a cap of 1999 for HP and 99 for other stats. Other classes' stats are calculated as percentages of your human stats. For example, Beasts have 120% the HP of humans, so their HP can go up to 2399. They have 90% strength, so their max strength would be 89. These are only the base stat caps; they can be exceeded with equipment bonuses.

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* In the ''VideoGame/{{SaGa}}'' series:
** Characters in ''[[VideoGame/MakaiToshiSaGa
The Final Fantasy Legend]]'' have a visible HP cap ''VideoGame/InazumaEleven'' series limits you to carrying 99 of 999. any given item. However, human characters don't get HP from levels or other internal stats; they get them from buying HP-increasing items. The items themselves are at least partially capped in their effectiveness (use enough and even the unlike most powerful variety only adds 1 HP) -- but can increase the value well over 999.
** In the [[VideoGame/SaGa2 second game]], Humans and Mutants have a chance
examples of their stats increasing at the end of battle, with that chance going up if they happened to use that particular stat in that battle (casting spells for Magic or taking damage for HP, for instance). They can't gain attributes past the cap of 999 HP or 99 Strength, Agility, Magic, or Defense, but a naked Human or Mutant could level to the cap and then put on armor or use rare stat-boosting items to break it. Robots don't level up permanently but can also break the displayed stat cap by wearing multiple copies of powerful equipment. ([[spoiler:Or by using a GoodBadBug to give them potentially infinite amounts of agility.]]) However, stats will loop around to 0 if they go over 255. And for whatever strange reason, some calculations involving agility only use the last two digits of it, so a character with 100 agility is slow as molasses. Meanwhile, ''damage'' caps an item quantity cap, further duplicates are completely absent here; you can do five-digit damage long before it was possible in most {{R|olePlayingGame}}PGs if you have enough strength, agility, not simply discarded or lost. Instead, they're automatically sold, and the game's InfinityPlusOneSword.
** ''VideoGame/{{SaGa 3}}'' just does away with trying to cap your HP (displayed as 999 if exceeded) and core stats (which still actually cap at 255 but only display as 99 if you have more). You can see someone's actual max HP if you revive them in battle; the amount of HP recovery
game will be displayed in full. A level 99 human or mutant will have max HP in report you gaining the 2000s. Robots can just go nuts; they get stronger in sell value of the same way humans did in item rather than the first game.
*** The DS remake completely overhauls the level system with a StatGrinding system like the other ''[=SaGa=]'' games and uses your base stats as a human as the standard, with a cap of 1999 for HP and 99 for other stats. Other classes' stats are calculated as percentages of your human stats. For example, Beasts have 120% the HP of humans, so their HP can go up to 2399. They have 90% strength, so their max strength would be 89. These are only the base stat caps; they can be exceeded with equipment bonuses.
item itself.



* The Egg Dragon, a BonusBoss in ''VideoGame/LufiaIIRiseOfTheSinistrals'', has the largest amount of HP the game allows for. However, the developers obviously thought nobody would be silly enough to use a healing item on it, so they did not ensure that its HP could not exceed that number. As a result, you can easily defeat this boss by using a low-level healing item on it, thereby causing its HP to wrap around, then attacking it once. A pretty spectacular blunder in a game where killing bosses within a certain number of rounds would yield a nice item reward...

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* ''Creator/Level5'' tends to inflict caps on immediately-beneficial items which are made all the jarring by the lack of caps on ''anything else in your inventory'':
** In ''VideoGame/RogueGalaxy'', you can store 99 of anything in your warehouse, and carry up to 99 of the various materials needed for ItemCrafting or unlocking abilities, but healing items have much less forgiving limits.
** ''VideoGame/DarkChronicle'' is even worse. You can carry hundreds of sacks of flour...''but only 20 loaves of bread''.
* ''VideoGame/LufiaIIRiseOfTheSinistrals'':
The Egg Dragon, a BonusBoss in ''VideoGame/LufiaIIRiseOfTheSinistrals'', BonusBoss, has the largest amount of HP the game allows for. However, the developers obviously thought nobody would be silly enough to use a healing item on it, so they did not ensure that its HP could not exceed that number. As a result, you can easily defeat this boss by using a low-level healing item on it, thereby causing its HP to wrap around, then attacking it once. A pretty spectacular blunder in a game where killing bosses within a certain number of rounds would yield a nice item reward...



* ''VideoGame/PhantasyStarI'', being an 8-bit [[UsefulNotes/SegaMasterSystem Master System]] game, had some classic ones.

to:

* ''VideoGame/PhantasyStarI'', being an 8-bit [[UsefulNotes/SegaMasterSystem Master System]] UsefulNotes/SegaMasterSystem game, had some classic ones.



* [[{{Level5}} Level-5]] tends to inflict rather obnoxious caps on immediately-beneficial items which are made all the more jarring by the apparent lack of caps on ''anything else in your inventory'':
** In ''VideoGame/RogueGalaxy'', you can store 99 of anything in your warehouse, and carry up to 99 of the various materials needed for ItemCrafting or unlocking abilities, but healing items have much less forgiving limits.
** ''VideoGame/DarkChronicle'' is even worse. You can carry hundreds of sacks of flour...''but only 20 loaves of bread''.



* ''VideoGame/{{Persona 4}}'' caps the possible EXP gain from a single battle at 65535, but the yen earned from a single battle can range into the millions.

to:

* ''VideoGame/{{Persona 4}}'' In the ''VideoGame/MarioAndLuigi'' series, there are a few notable caps that can be reached:
** Levels cap out at level 99, which is nearly impossible to reach without massive level grinding.
** Stats (at least in the first three games) max out at 999 each, which is impossible to reach in Partners in Time and Bowser' Inside Story (but can be done with a LOT of [[RareCandy coffee]] drinking in Superstar Saga and a lot of eating beans in Dream Team.
** Damage is capped out at 9999 in the first three games. This has been raised, presumably to about 99,999 damage in Dream Team. For comparison's sakes, the former is at least double or triple the health of the final boss and the latter is about 33 times its health.
* ''VideoGame/OverlordI'': The number of minions is initially capped at 5, and increases to 10, and further, via upgrades.
* In the ''VideoGame/{{SaGa}}'' series:
** Characters in ''[[VideoGame/MakaiToshiSaGa The Final Fantasy Legend]]'' have a visible HP cap of 999. However, human characters don't get HP from levels or other internal stats; they get them from buying HP-increasing items. The items themselves are at least partially capped in their effectiveness (use enough and even the most powerful variety only adds 1 HP) -- but can increase the value well over 999.
** In the [[VideoGame/SaGa2 second game]], Humans and Mutants have a chance of their stats increasing at the end of battle, with that chance going up if they happened to use that particular stat in that battle (casting spells for Magic or taking damage for HP, for instance). They can't gain attributes past the cap of 999 HP or 99 Strength, Agility, Magic, or Defense, but a naked Human or Mutant could level to the cap and then put on armor or use rare stat-boosting items to break it. Robots don't level up permanently but can also break the displayed stat cap by wearing multiple copies of powerful equipment. ([[spoiler:Or by using a GoodBadBug to give them potentially infinite amounts of agility.]]) However, stats will loop around to 0 if they go over 255. And for whatever strange reason, some calculations involving agility only use the last two digits of it, so a character with 100 agility is slow as molasses. Meanwhile, ''damage'' caps are completely absent here; you can do five-digit damage long before it was possible in most {{R|olePlayingGame}}PGs if you have enough strength, agility, and the game's InfinityPlusOneSword.
** ''VideoGame/{{SaGa 3}}'' just does away with trying to cap your HP (displayed as 999 if exceeded) and core stats (which still actually cap at 255 but only display as 99 if you have more). You can see someone's actual max HP if you revive them in battle; the amount of HP recovery will be displayed in full. A level 99 human or mutant will have max HP in the 2000s. Robots can just go nuts; they get stronger in the same way humans did in the first game.
*** The DS remake completely overhauls the level system with a StatGrinding system like the other ''[=SaGa=]'' games and uses your base stats as a human as the standard, with a cap of 1999 for HP and 99 for other stats. Other classes' stats are calculated as percentages of your human stats. For example, Beasts have 120% the HP of humans, so their HP can go up to 2399. They have 90% strength, so their max strength would be 89. These are only the base stat caps; they can be exceeded with equipment bonuses.
* In the first two ''VideoGame/StarOcean'' games, the PlayerCharacter health cap is 9999 HP, as is the damage cap. Monster health is by no means so capped. So while your mages do ''less'' damage per second compared to your fighters, and eventually lose hope of one-shotting late-game enemies even when hitting the damage cap, your mages were still important in preventing enemies from getting ''their'' spells off. After all, if your mage hits cap then the enemy's still standing, but if their spell hits the cap your party is wiped...
* ''VideoGame/Persona4''
caps the possible EXP gain from a single battle at 65535, but the yen earned from a single battle can range into the millions.



* ''VideoGame/{{Postknight}}'': At version 1.0.17(124), the maximum level is 70.



* In the ''{{Willow}}'' LicensedGame for the NES, the level cap was 16.
* ''VideoGame/TheWorldEndsWithYou'' lacks a damage cap, and as a result, damage from strong enough attacks can ''overflow and heal the enemy!''

to:

* In ''VideoGame/{{Undertale}}'' plays with this by having three items in the ''{{Willow}}'' LicensedGame for the NES, the game that ''may'' be priced at an absurdly expensive 9999 each.
* ''VideoGame/{{Willow}}'': The
level cap was 16.
* ''VideoGame/TheWorldEndsWithYou'' lacks a ''VideoGame/TheWorldEndsWithYou'': There's no damage cap, and as a result, damage from strong enough attacks can ''overflow and heal the enemy!''



** The game also [[LampshadeHanging lampshades]] this in the wallet descriptions, such as "Holds up to 999,999 yen, and not one jot more!" and "Can hold exactly 9,999,999 yen. What are the odds!?"

to:

** The game also [[LampshadeHanging lampshades]] {{Lampshade|Hanging}}s this in the wallet descriptions, such as "Holds up to 999,999 yen, and not one jot more!" and "Can hold exactly 9,999,999 yen. What are the odds!?"



* The ''VideoGame/InazumaEleven'' series limits you to carrying 99 of any given item. However, unlike most examples of an item quantity cap, further duplicates are not simply discarded or lost. Instead, they're automatically sold, and the game will report you gaining the sell value of the item rather than the item itself.
* In the first two ''StarOcean'' games, the PlayerCharacter health cap is 9999 HP, as is the damage cap. Monster health is by no means so capped. So while your mages do ''less'' damage per second compared to your fighters, and eventually lose hope of one-shotting late-game enemies even when hitting the damage cap, your mages were still important in preventing enemies from getting ''their'' spells off. After all, if your mage hits cap then the enemy's still standing, but if their spell hits the cap your party is wiped...
* In the MarioAndLuigi series, there are a few notable caps that can be reached:
** Levels cap out at level 99, which is nearly impossible to reach without massive level grinding.
** Stats (at least in the first three games) max out at 999 each, which is impossible to reach in Partners in Time and Bowser' Inside Story (but can be done with a LOT of [[RareCandy coffee]] drinking in Superstar Saga and a lot of eating beans in Dream Team.
** Damage is capped out at 9999 in the first three games. This has been raised, presumably to about 99,999 damage in Dream Team. For comparison's sakes, the former is at least double or triple the health of the final boss and the latter is about 33 times its health.
* ''VideoGame/BravelyDefault'' has the standard ''Franchise/FinalFantasy'' damage cap of 9999. This is actually kind of a problem in the late game, making a lot of the higher-powered abilities less udeful than they should be. You can get around it with Bravely Second, but that's not really a viable strategy without [[BribingYourWayToVictory spending a lot of money]] (and vaguely cheating).
* ''VideoGame/OverlordI'': The number of minions is initially capped at 5, and increases to 10, and further, via upgrades.
* ''VideoGame/{{Undertale}}'' plays with this by having three items in the game that ''may'' be priced at an absurdly expensive 9999 each.
7th Apr '17 4:28:02 PM nombretomado
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* ''PressYourLuck'' gives a similar example that may qualify as an [[AvertedTrope aversion]]. The score displays for the contestants could only fit six characters: one for the dollar sign and five for the digits. When Michael Larson broke the $100,000 barrier in his infamous performance, the score display just showed the number without the dollar sign, i.e., "110237" instead of "$110237".
* ''ThePriceIsRight'' also had a cap on the display board for the one bid games. There was only enough room for a dollar sign and 4 digits, which wasn't a problem until some contestants wanted to gain attention by [[WhatAnIdiot making bids in the tens of thousands, hundreds of thousands, or even millions]]. When the display boards were upgraded to run with more current technology, contestants that make ridiculous bids can have their bids fit on the board.

to:

* ''PressYourLuck'' ''Series/PressYourLuck'' gives a similar example that may qualify as an [[AvertedTrope aversion]]. The score displays for the contestants could only fit six characters: one for the dollar sign and five for the digits. When Michael Larson broke the $100,000 barrier in his infamous performance, the score display just showed the number without the dollar sign, i.e., "110237" instead of "$110237".
* ''ThePriceIsRight'' ''Series/ThePriceIsRight'' also had a cap on the display board for the one bid games. There was only enough room for a dollar sign and 4 digits, which wasn't a problem until some contestants wanted to gain attention by [[WhatAnIdiot making bids in the tens of thousands, hundreds of thousands, or even millions]]. When the display boards were upgraded to run with more current technology, contestants that make ridiculous bids can have their bids fit on the board.
26th Mar '17 11:02:42 PM Alexaxle
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* ''Videogame/TraumaCenter: Under the Knife'' had a cap for the amount of incisions that the Kyriaki [[FunWithAcronyms GUILT]] strain could inflict on a patient. After 9 or 10 cuts, it would stop slicing the patient's organs apart so you were free to kill it pretty easily as long as you can keep rubbing them with antibiotic gel and jabbing needles into the patient. Strangely enough, this only seemed to affect the Kyriaki because other GUILT strains could inflict countless incisions on the patients.

to:

* ''Videogame/TraumaCenter: Under the Knife'' had a cap for the amount of incisions lacerations that the Kyriaki [[FunWithAcronyms GUILT]] strain could inflict on a patient. After 9 or 10 cuts, it would stop slicing the patient's organs apart so you were free to kill it pretty easily as long as you can keep rubbing them with antibiotic gel and jabbing needles into the patient. Strangely enough, this only seemed to affect the Kyriaki because other GUILT strains could inflict countless incisions lacerations on the patients.
21st Mar '17 10:41:02 AM KagSwirby
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Added DiffLines:

* You can hold up to 9999 coins in ''VideoGame/RhythmHeaven Megamix''.
19th Mar '17 2:26:25 PM Hallwings
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* ''VideoGame/{{Borderlands}}'' suffers for not having a money cap. The amount of money you are carrying is listed as a 7-digit number, but you can carry much, much more, especially if you're playing the General Knoxx [=DLC=], where you can find VendorTrash that sells for millions. However, if you exceed $2.147.483.647 in your wallet, a glitch called "Cash Overflow" happens, where any further money collected will make the counter spin like mad and dying will make you lose '''''ALL''''' of your money. It messes up your [[BraggingRightsReward challenges]] as well.

to:

* ''VideoGame/{{Borderlands}}'' suffers for not having a money cap. The amount of money you are carrying is listed as a 7-digit number, but you can carry much, much more, especially if you're playing the General Knoxx [=DLC=], where you can find VendorTrash that sells for millions. However, if you exceed $2.147.483.647 $2,147,483,647 in your wallet, a glitch called "Cash Overflow" happens, where any further money collected will make the counter spin like mad and dying will make you lose '''''ALL''''' of your money. It messes up your [[BraggingRightsReward challenges]] as well.
23rd Feb '17 7:44:15 AM Prfnoff
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Added DiffLines:

* ''VideoGame/{{Undertale}}'' plays with this by having three items in the game that ''may'' be priced at an absurdly expensive 9999 each.
9th Feb '17 6:44:21 PM cornycrunch
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** The SpiritualSuccessor, ''Videogame/DevilsCrush'', has a cap of 999,999,990 points. Reaching it will treat you to a very brief ending with a woman and a pinball.



** The SpiritualSuccessor, ''Videogame/DevilsCrush'', has a cap of 999,999,990 points. Reaching it will treat you to a very brief ending with a woman and a pinball.
9th Feb '17 6:44:01 PM cornycrunch
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Added DiffLines:

* Pretty much any Data East or Sega game has a cap of 9,999,999,990 - but your score merely stops increasing, as opposed to rolling over.
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