History Main / DeathIsASlapOnTheWrist

29th Jun '16 2:22:12 PM BantMan
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**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
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* 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.

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** 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
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* ''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.

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* ''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
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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.

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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.

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* 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
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* ''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.

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* ''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]]

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[[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.
28th May '16 10:51:14 AM nombretomado
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* The PlaystationNetwork / XBoxLiveArcade rerelease of ''VideoGame/XMen'' lets you come back to life on the spot simply by hitting X every time you run out of lives. That's because it's an arcade game, except now you have unlimited "quarters". As a result, no matter how bad you are, you can progress just fine.

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* The PlaystationNetwork UsefulNotes/PlaystationNetwork / XBoxLiveArcade UsefulNotes/XBoxLiveArcade rerelease of ''VideoGame/XMen'' lets you come back to life on the spot simply by hitting X every time you run out of lives. That's because it's an arcade game, except now you have unlimited "quarters". As a result, no matter how bad you are, you can progress just fine.



* ''[[VideoGame/BugsBunnyLostInTime Bugs Bunny: Lost in Time]]'' on the PlayStation. You have unlimited lives, and your only penalty for dying is being sent back to the last checkpoint you touched, with all of the Clocks and Golden Carrots you've picked up. Even if you die at a boss, the boss will still have the damage you gave him beforehand.

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* ''[[VideoGame/BugsBunnyLostInTime Bugs Bunny: Lost in Time]]'' ''VideoGame/BugsBunnyLostInTime'' on the PlayStation.UsefulNotes/PlayStation. You have unlimited lives, and your only penalty for dying is being sent back to the last checkpoint you touched, with all of the Clocks and Golden Carrots you've picked up. Even if you die at a boss, the boss will still have the damage you gave him beforehand.
14th Apr '16 5:14:35 PM Midna
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-> "Death hath no sting. NERF, however, is extremely painful"
-->-- "Things I learned playing [=MMORPGs=], #21"
21st Mar '16 9:15:59 PM MyFinalEdits
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* ''VideoGame/{{Terraria}}''[='=]s "core" setting lets you adjust how much of a slap death is: Softcore only makes you lose some of your currency (and you can store your currency in chests back at your home, minimizing the effect even more), Mediumcore makes you drop your items but at least yyou can go back to pick them up provided they didn't fall into lava, and Hardcore outright deletes your character upon death.

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* ''VideoGame/{{Terraria}}''[='=]s "core" setting lets you adjust how much of a slap death is: Softcore only makes you lose some of your currency (and you can store your currency in chests back at your home, minimizing the effect even more), Mediumcore makes you drop your items but at least yyou you can go back to pick them up provided they didn't fall into lava, and Hardcore outright deletes your character upon death.
21st Mar '16 6:32:30 PM LucaEarlgrey
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* ''VideoGame/{{Terraria}}''[='=]s "core" setting lets you adjust how much of a slap death is: Softcore only makes you lose some of your currency (and you can store your currency in chests back at your home, minimizing the effect even more), Mediumcore makes you drop your items but at least yyou can go back to pick them up provided they didn't fall into lava, and Hardcore outright deletes your character upon death.
17th Mar '16 10:29:39 PM Karxrida
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* ''VideoGame/KingdomHeartsChainOfMemories'': Dying places Sora/Riku in the room before the one where the player died, with no real penalty applied.
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