History Main / DeathIsASlapOnTheWrist

17th Aug '16 12:31:16 PM matteste
Is there an issue? Send a Message

Added DiffLines:

** The followup ''VideoGame/ShinMegamiTenseiIVApocalypse'' plays it straighter with Dagda reviving you for free, no strings attached, and allows you to continue from where you left off.
4th Aug '16 5:51:23 PM UmbrellasWereAwesome
Is there an issue? Send a Message


* The ''Franchise/{{Halo}}'' series' multiplayer campaign mode accommodates two to four players in cooperative missions. As long as at least one team member is well out of the way of any scuffles and isn't moving fast on a vehicle, any other team-mate can respawn nearby with default equips after a matter of seconds. In some cases, this is beneficial, and can be abused at times by repeatedly team-killing to max out some equipment and grenades.

to:

* The ''Franchise/{{Halo}}'' series' multiplayer series's co-op campaign mode accommodates two to four players in cooperative missions. As long as at least one team member is well out of the way of any scuffles and isn't moving fast on a vehicle, any other team-mate can respawn nearby with default equips after a matter of seconds. In some cases, this is beneficial, and can be abused at times by repeatedly team-killing to max out some equipment and grenades. However, this is averted if you've activated the Iron Skull; if anyone dies, the entire team restarts at the last checkpoint.
3rd Aug '16 10:05:02 PM JMQwilleran
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/LostDimension'', if you fail a mission, you can either retry it with no penalty or return to the Lobby to reassess, get new equipment or try a different mission to level up, again with no penalty. Also, regardless of damage taken, skills expended or KOs during battle, all characters are returned to full status following a mission, win or lose.
5th Jul '16 3:52:32 PM morenohijazo
Is there an issue? Send a Message


* In ''VideoGame/TheTalosPrinciple'', death just resets whichever puzzle you were doing. Justified as you are an AI in a computer simulation.


Added DiffLines:

* In ''VideoGame/TheTalosPrinciple'', death just resets whichever puzzle you were doing, which is (usually) more annoying than anything. It ''does'' get annoying particularly if you're setting things up for the star puzzles, which usually involve setting up pieces from two or more separate puzzle areas. Justified as you are an AI in a computer simulation.
3rd Jul '16 1:43:41 PM FlakyPorcupine
Is there an issue? Send a Message

Added DiffLines:

* Played with in ''VideoGame/{{Nidhogg}}''. If a fencer dies, they will respawn in front of the other fencer in a few seconds unless they reach a check point. The more deaths in a row, the longer the respawn time will take.
29th Jun '16 2:22:12 PM BantMan
Is there an issue? Send a Message

Added DiffLines:

**Although, if one were to go the Anarchy route with Gaige, she loses all of her Anarchy stacks upon death, which may take a long time to grind back up.
21st Jun '16 11:36:15 PM FlakyPorcupine
Is there an issue? Send a Message


* Dying at any point in ''VideoGame/{{LIT}}'' will only bring you back to the beginning of the room you're in, and you have unlimited lives on top of that.



** Jonathan Blow has stated that he specifically designed the game this way to deconstruct platformers that are NintendoHard. Of course, ''VideoGame/{{Braid}}'' is itself NintendoHard - its challenges merely come in the form of puzzles, rather than tests of skill.

to:

** Jonathan Blow has stated that he specifically designed the game this way to deconstruct platformers that are NintendoHard. Of course, ''VideoGame/{{Braid}}'' is itself NintendoHard - -- its challenges merely come in the form of puzzles, rather than tests of skill.
14th Jun '16 3:10:30 AM LucaEarlgrey
Is there an issue? Send a Message


* ''VideoGame/{{crossbeats}} REV.'' won't kill your current credit if you fail a stage with stages remaining after it, even if you use the Survival or Ultimate {{Life Meter}}s. This only applies to Music Play (the standard mode); Challenge Mode (which forces Survival on all stages) will end your credit early if you fail at any point.

to:

* ''VideoGame/{{crossbeats}} REV.'' won't kill your current credit if you fail a stage with stages remaining after it, even if you use the Survival or Ultimate {{Life Meter}}s. This only applies to Music Play (the standard mode); Challenge Mode (which forces Survival on all stages) will end your credit early if you fail hit 0% life at any point.point. Also, failing a song under any circumstances nullifies any Clear Rate percentage you would've otherwise gotten from it, which also prevents you from earning any Rank Points (since Rank Points are equal to chart level * Clear Rate * gauge-type bonus).
13th Jun '16 2:23:55 AM jormis29
Is there an issue? Send a Message


Death may be there just for formality's sake. For example, the makers of ''{{Prey}}'' and ''VideoGame/{{BioShock|1}}'' both said they didn't want to interrupt the narrative by forcing players to redo sections of the game they are poor at, so they gave you unlimited lives with no requirement to retry what you failed at. Some cooperative games, online or otherwise, use unlimited lives to keep the party going. For example, the offline mode of ''VideoGame/SeriousSam'' has a "come back to life where you last saved" system like most {{First Person Shooter}}s. However, if you're playing online cooperative mode, you come back to life on the spot when you die, and can do this infinite times, essentially transforming the game from a challenge into a party.

to:

Death may be there just for formality's sake. For example, the makers of ''{{Prey}}'' ''Videogame/{{Prey|2006}}'' and ''VideoGame/{{BioShock|1}}'' both said they didn't want to interrupt the narrative by forcing players to redo sections of the game they are poor at, so they gave you unlimited lives with no requirement to retry what you failed at. Some cooperative games, online or otherwise, use unlimited lives to keep the party going. For example, the offline mode of ''VideoGame/SeriousSam'' has a "come back to life where you last saved" system like most {{First Person Shooter}}s. However, if you're playing online cooperative mode, you come back to life on the spot when you die, and can do this infinite times, essentially transforming the game from a challenge into a party.



* After about the fourth level, ''{{Prey}}'' allows you to appear in the "spirit world" when you die. You have to shoot down spirits to earn life and magic, which is given to you when you come back to life... at the exact spot you died. You can die as many times as you like, and other than the "spirit world" detour, you lose no progress. Even bosses keep the damage done to them.

to:

* After about the fourth level, ''{{Prey}}'' ''Videogame/Prey2006'' allows you to appear in the "spirit world" "SpiritWorld" when you die. You have to shoot down spirits to earn life and magic, which is given to you when you come back to life... at the exact spot you died. You can die as many times as you like, and other than the "spirit world" detour, you lose no progress. Even bosses keep the damage done to them.
7th Jun '16 2:32:55 PM DrFraud
Is there an issue? Send a Message


* ''VideoGame/{{Badland}} had checkpoints placed after every two obstacles or so and loading to a checkpoint took a second or less, and was done in subtle FadeToBlack fashion. However, this checkpoint placement made the game harder if you wanted to also save your character’s clones alongside it. If you missed one, passed an obstacle and died, you would be respawned past it with the clone out of reach.

to:

* ''VideoGame/{{Badland}} ''VideoGame/{{Badland}}'' had checkpoints placed after every two obstacles or so and loading to a checkpoint took a second or less, and was done in subtle FadeToBlack fashion. However, this checkpoint placement made the game harder if you wanted to also save your character’s clones alongside it. If you missed one, passed an obstacle and died, you would be respawned past it with the clone out of reach.



[[folder:Massively Multiplayer Online Role Playing Game]]

to:

[[folder:Massively Multiplayer Online Role Playing Game]][[folder:MMO's]]



* Very quick and painless in [[VideoGame/OneThousandAndOneSpikes 1001 Spikes]] - Your time between death and your next life is never more than 3 seconds, and you start with 1001 lives.



* ''Munin'' has no lives or death penalty. All levels are a single screen, so dying just means you lose any feathers you've picked up.



* The ''[[Franchise/{{SuperMarioBros}} Mario]]''-offshoot VideoGame/SuperPrincessPeach has no lives. The only real penalty for dying is that levels have no checkpoints, so if you die, you have to start the level over again. You also keep whatever items you found before you died.



* Very quick and painless in [[VideoGame/OneThousandAndOneSpikes 1001 Spikes]] - Your time between death and your next life is never more than 3 seconds, and you start with 1001 lives.
* The ''[[Franchise/{{SuperMarioBros}} Mario]]''-offshoot VideoGame/SuperPrincessPeach has no lives. The only real penalty for dying is that levels have no checkpoints, so if you die, you have to start the level over again. You also keep whatever items you found before you died.
This list shows the last 10 events of 165. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.DeathIsASlapOnTheWrist