History Main / Cap

31st Oct '17 5:10:53 PM cornycrunch
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** So far, there has actually been one ''serious'' use case of allowing five-digit bids: one of the One Bid items in a 2017 "Dream Car Week" episode was... a car!
30th Oct '17 5:25:24 PM cornycrunch
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** ''Pinball/JohnnyMnemonic'' is the only known game that will happily display entire scores of 100B+ during gameplay, but it too loses track of all scores beyond 1 trillion.

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** ''Pinball/JohnnyMnemonic'' is the only known game one of a very few games that will happily display entire scores of 100B+ during gameplay, but it too loses track of all scores beyond 1 trillion.trillion.
** Stern's Star Wars had one code revision that allowed Victory Multiball to continue almost indefinitely, all while milking extremely high-scoring shots from other modes in progress. This could cause scores to reach the hundred-billions, and the game would indeed display all 12 digits, notwithstanding the illegitimate nature of those scores.
14th Oct '17 12:00:33 PM SeptimusHeap
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* ''VideoGame/{{F-Zero}} GX'' has a record time cap: if you get a low enough time on a course, it will not have an internet ranking password for it; i.e., Big Blue Ordeal won't give you a password if your time is under 1'20". How are such times possible? You [[GameBreaker exploit hidden checkpoints to trick the game into thinking you're going all the way around the course when in fact you're just going circles around the finish line.]]

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* ''VideoGame/{{F-Zero}} ''VideoGame/FZero GX'' has a record time cap: if you get a low enough time on a course, it will not have an internet ranking password for it; i.e., Big Blue Ordeal won't give you a password if your time is under 1'20". How are such times possible? You [[GameBreaker exploit hidden checkpoints to trick the game into thinking you're going all the way around the course when in fact you're just going circles around the finish line.]]
17th Sep '17 2:14:01 AM SeptimusHeap
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** [[http://static.tvtropes.org/pmwiki/pub/images/0001_6757.png Ditto with its]] SpiritualSuccessor ArmedPoliceBatrider

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** [[http://static.tvtropes.org/pmwiki/pub/images/0001_6757.png Ditto with its]] SpiritualSuccessor ArmedPoliceBatriderVideoGame/ArmedPoliceBatrider
13th Sep '17 4:37:42 PM nombretomado
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* 32-bit time variables on Unix-like systems will roll over in a few decades unless they are changed to 64-bit variables. They store the current date and time as seconds since January 1, 1970 at midnight. The number of seconds will go over [[PowersOfTwoMinusOne 2^31-1]] on January 19, 2038. Older AppleMacintosh systems store the date and time as an unsigned 32-bit integer counting the number of seconds since January 1, 1904; this will go over 2^32-1 at February 6, 2040. (Fortunately, it's relatively easily fixed for good. Moving all our time fields into 64 bit variables won't be trivial, but once we have the next rollover will happen on December 4, ''292,277,026,596''. For those keeping score at home, [[TimeAbyss at that point the universe will be over 21 times its current age]] and we will [[{{Understatement}} probably not be using Unix anymore]].)

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* 32-bit time variables on Unix-like systems will roll over in a few decades unless they are changed to 64-bit variables. They store the current date and time as seconds since January 1, 1970 at midnight. The number of seconds will go over [[PowersOfTwoMinusOne 2^31-1]] on January 19, 2038. Older AppleMacintosh UsefulNotes/AppleMacintosh systems store the date and time as an unsigned 32-bit integer counting the number of seconds since January 1, 1904; this will go over 2^32-1 at February 6, 2040. (Fortunately, it's relatively easily fixed for good. Moving all our time fields into 64 bit variables won't be trivial, but once we have the next rollover will happen on December 4, ''292,277,026,596''. For those keeping score at home, [[TimeAbyss at that point the universe will be over 21 times its current age]] and we will [[{{Understatement}} probably not be using Unix anymore]].)
3rd Sep '17 12:38:03 PM Bootlebat
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* In a weird aversion, in some of the games your extra life counter only goes up to 9, however it is possible to have more than 9 extra lives.
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.
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