History Main / InfiniteOneUps

11th Aug '16 2:03:38 PM MissConception
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* ''VideoGame/SuperMarioBros'' is the king of this trope: there's the infamous "Koopa Shell Bounce" from the first game (where you corner a Koopa Shell on a stair and continuously jump on it, keeping it stuck there while you rack up points and lives until you jump off and land on the ground—''The Lost Levels'' lets you do this at the very beginning of the game![[note]][[NintendoHard and you'll need every last one)]][[/note]], the "Koopa Shell Ricochet" (where you'll keep on earning lives from enemies a kicked Koopa Shell kills, as long as it doesn't stop or go off the screen, exploited heavily in areas where you can trap a shell in one screen between two blocks while Lakitu or another MookMaker can keep feeding foes to the grindstone), the "Star Man Rush"/"Demolition Mario" (essentially the same as the Koopa Shell Ricochet, except you use the power of a Star Man instead of a shell to kill enemies), the "Goomba Stomp Chain" (the Koopa Shell Bounce done on multiple enemies, again only stopping when you touch solid ground), and the "End Point Exploit" (only applicable in ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', where touching the goal while enemies are on the screen turns them into point-heavy coins). In the case of ''Super Mario Bros.'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', though, you have to be very careful about how you use your InfiniteOneUps, because the game features an unintentional form of NoFairCheating where getting more than 128 lives at once makes the life counter overflow into negatives, giving you an instant GameOver as soon as you die.

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* ''VideoGame/SuperMarioBros'' is the king of this trope: there's the infamous "Koopa Shell Bounce" from the first game (where you corner a Koopa Shell on a stair and continuously jump on it, keeping it stuck there while you rack up points and lives until you jump off and land on the ground—''The Lost Levels'' lets you do this at the very beginning of the game![[note]][[NintendoHard and you'll need every last one)]][[/note]], the "Koopa Shell Ricochet" (where you'll keep on earning lives from enemies a kicked Koopa Shell kills, as long as it doesn't stop or go off the screen, exploited heavily in areas where you can trap a shell in one screen between two blocks while Lakitu or another MookMaker can keep feeding foes to the grindstone), the "Star Man "Starman Rush"/"Demolition Mario" (essentially the same as the Koopa Shell Ricochet, except you use the power of a Star Man Starman instead of a shell to kill enemies), the "Goomba Stomp Chain" (the Koopa Shell Bounce done on multiple enemies, again only stopping when you touch solid ground), and the "End Point Exploit" (only applicable in ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', where touching the goal while enemies are on the screen turns them into point-heavy coins). In the case of ''Super Mario Bros.'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', though, you have to be very careful about how you use your InfiniteOneUps, because the game features an unintentional form of NoFairCheating where getting more than 128 lives at once makes the life counter overflow into negatives, giving you an instant GameOver as soon as you die.



*** The mid-game hidden stage "Vanilla Secret 2" allows you to run through a section with a ''lot'' of critters after using a silver P-Switch (which basically is the equivalent of the Star Man Run, except the bonus goes up to ''3-Ups''.) Ending the sequence with at least 40 lives added is [[http://www.youtube.com/watch?v=YtE-1m6RHrQ well known]]. Also, Mario can respawn said silver P-Switch by eating it with a Yoshi as it is crushed, allowing expert players to get pretty much ''every single enemy'' in one go, which is hundreds upon hundreds of lives.

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*** The mid-game hidden stage "Vanilla Secret 2" allows you to run through a section with a ''lot'' of critters after using a silver P-Switch (which basically is the equivalent of the Star Man Starman Run, except the bonus goes up to ''3-Ups''.) Ending the sequence with at least 40 lives added is [[http://www.youtube.com/watch?v=YtE-1m6RHrQ well known]]. Also, Mario can respawn said silver P-Switch by eating it with a Yoshi as it is crushed, allowing expert players to get pretty much ''every single enemy'' in one go, which is hundreds upon hundreds of lives.



** ''SuperMario3DLand'' has a spot in World 1-2 with the old "bounce a koopa shell into the wall" trick, but with a twist; you're bouncing the shell into the fourth wall. There are several other levels with Koopas and walls in the proper placement to do this trick, but World 1-2 is the easiest and the earliest; it's amusing to render lives [[MeaninglessLives entirely pointless]] not even two levels into the game.

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** ''SuperMario3DLand'' has a spot in World 1-2 with the old "bounce a koopa Koopa shell into the wall" trick, but with a twist; you're bouncing the shell into the fourth wall. There are several other levels with Koopas and walls in the proper placement to do this trick, but World 1-2 is the easiest and the earliest; it's amusing to render lives [[MeaninglessLives entirely pointless]] not even two levels into the game.
4th Aug '16 12:35:10 PM Morgenthaler
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* ''SuperMarioBros'' is the king of this trope: there's the infamous "Koopa Shell Bounce" from the first game (where you corner a Koopa Shell on a stair and continuously jump on it, keeping it stuck there while you rack up points and lives until you jump off and land on the ground—''The Lost Levels'' lets you do this at the very beginning of the game![[note]][[NintendoHard and you'll need every last one)]][[/note]], the "Koopa Shell Ricochet" (where you'll keep on earning lives from enemies a kicked Koopa Shell kills, as long as it doesn't stop or go off the screen, exploited heavily in areas where you can trap a shell in one screen between two blocks while Lakitu or another MookMaker can keep feeding foes to the grindstone), the "Star Man Rush"/"Demolition Mario" (essentially the same as the Koopa Shell Ricochet, except you use the power of a Star Man instead of a shell to kill enemies), the "Goomba Stomp Chain" (the Koopa Shell Bounce done on multiple enemies, again only stopping when you touch solid ground), and the "End Point Exploit" (only applicable in ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', where touching the goal while enemies are on the screen turns them into point-heavy coins). In the case of ''Super Mario Bros.'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', though, you have to be very careful about how you use your InfiniteOneUps, because the game features an unintentional form of NoFairCheating where getting more than 128 lives at once makes the life counter overflow into negatives, giving you an instant GameOver as soon as you die.

to:

* ''SuperMarioBros'' ''VideoGame/SuperMarioBros'' is the king of this trope: there's the infamous "Koopa Shell Bounce" from the first game (where you corner a Koopa Shell on a stair and continuously jump on it, keeping it stuck there while you rack up points and lives until you jump off and land on the ground—''The Lost Levels'' lets you do this at the very beginning of the game![[note]][[NintendoHard and you'll need every last one)]][[/note]], the "Koopa Shell Ricochet" (where you'll keep on earning lives from enemies a kicked Koopa Shell kills, as long as it doesn't stop or go off the screen, exploited heavily in areas where you can trap a shell in one screen between two blocks while Lakitu or another MookMaker can keep feeding foes to the grindstone), the "Star Man Rush"/"Demolition Mario" (essentially the same as the Koopa Shell Ricochet, except you use the power of a Star Man instead of a shell to kill enemies), the "Goomba Stomp Chain" (the Koopa Shell Bounce done on multiple enemies, again only stopping when you touch solid ground), and the "End Point Exploit" (only applicable in ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', where touching the goal while enemies are on the screen turns them into point-heavy coins). In the case of ''Super Mario Bros.'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', though, you have to be very careful about how you use your InfiniteOneUps, because the game features an unintentional form of NoFairCheating where getting more than 128 lives at once makes the life counter overflow into negatives, giving you an instant GameOver as soon as you die.



** The YoshisIsland DLC stage in the Wii U version of ''VideoGame/SonicLostWorld'' is a relatively easy stage and if you manage to collect every Yoshi Egg in the level and complete it can give you upwards of 30 lives each time. The Yoshi level locks for a little while after each completion of it, but there's also Windy Hill Act 1, which has an area after a checkpoint with many extra lives that only require some moderately precise jumping to get every time; then you can leap off the stage and repeat the process. Both of these farming opportunities are useful as the game is surprisingly stingy with extra lives generally.

to:

** The YoshisIsland VideoGame/YoshisIsland DLC stage in the Wii U version of ''VideoGame/SonicLostWorld'' is a relatively easy stage and if you manage to collect every Yoshi Egg in the level and complete it can give you upwards of 30 lives each time. The Yoshi level locks for a little while after each completion of it, but there's also Windy Hill Act 1, which has an area after a checkpoint with many extra lives that only require some moderately precise jumping to get every time; then you can leap off the stage and repeat the process. Both of these farming opportunities are useful as the game is surprisingly stingy with extra lives generally.



* ''SuperMonkeyBall'' has an odd variant: Advanced 11 and Expert 9 each have more than 100 bananas, making it possible to collect an extra life and some spare change towards another one, intentionally fall into the abyss, and repeat indefinitely if you're skilled enough. However, the vast majority of these bananas are on little rails, with a width equal to 1/10th the diameter of the ball. To compound the difficulty, to get more than 100 bananas requires you to switch between rails, which in turn requires you to nearly fall while rolling at top speed in order to smash into the edge of a platform or a piece of the scenery and bounce back up onto your destination. All with a time limit of 30 seconds. Only a couple of the world's best players can pull this off with any kind of consistency. See the strategies here: [[http://www.youtube.com/watch?v=E1uM4VXTXFk Advanced 11]] and [[http://www.youtube.com/watch?v=4KIT3gHYAo8 Expert 9]], only you're supposed to intentionally fall off at the end instead of going into the goal, in order to redo the level.
* Possible UrExample: the "lurking" tactic in ''{{Asteroids}}''. When you have destroyed most of the asteroids in a screen, the game starts spawning small saucers to try to hurry you up. They are small (obviously), deadly accurate, but their photon pulses can't pass across the screen wraparound (unlike those of the big saucer and your ship) and they always spawn from the top corners of the screen. So you can clear the screen of all but one asteroid, park your ship at the top of the screen close to a corner, fire a continuous, horizontal stream of photons across the wraparound, and blast the small saucers as they appear and before they manage to fire a shot. Each small saucer is worth 1,000 points. You get a new life every 10,000 points. If you ever found an ''Asteroids'' game left abandoned with a big score and a two-figure life counter being steadily eaten away, this was probably why.

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* ''SuperMonkeyBall'' ''VideoGame/SuperMonkeyBall'' has an odd variant: Advanced 11 and Expert 9 each have more than 100 bananas, making it possible to collect an extra life and some spare change towards another one, intentionally fall into the abyss, and repeat indefinitely if you're skilled enough. However, the vast majority of these bananas are on little rails, with a width equal to 1/10th the diameter of the ball. To compound the difficulty, to get more than 100 bananas requires you to switch between rails, which in turn requires you to nearly fall while rolling at top speed in order to smash into the edge of a platform or a piece of the scenery and bounce back up onto your destination. All with a time limit of 30 seconds. Only a couple of the world's best players can pull this off with any kind of consistency. See the strategies here: [[http://www.youtube.com/watch?v=E1uM4VXTXFk Advanced 11]] and [[http://www.youtube.com/watch?v=4KIT3gHYAo8 Expert 9]], only you're supposed to intentionally fall off at the end instead of going into the goal, in order to redo the level.
* Possible UrExample: the "lurking" tactic in ''{{Asteroids}}''.''VideoGame/{{Asteroids}}''. When you have destroyed most of the asteroids in a screen, the game starts spawning small saucers to try to hurry you up. They are small (obviously), deadly accurate, but their photon pulses can't pass across the screen wraparound (unlike those of the big saucer and your ship) and they always spawn from the top corners of the screen. So you can clear the screen of all but one asteroid, park your ship at the top of the screen close to a corner, fire a continuous, horizontal stream of photons across the wraparound, and blast the small saucers as they appear and before they manage to fire a shot. Each small saucer is worth 1,000 points. You get a new life every 10,000 points. If you ever found an ''Asteroids'' game left abandoned with a big score and a two-figure life counter being steadily eaten away, this was probably why.



* The ''ThunderForce'' series of shmups tends to have lenient [[EveryTenThousandPoints extend]] points; in ''Thunder Force III'', for instance, you can have as many as 15 lives by the time you get to Stage 6.
* The Arrange mode in ''{{RayCrisis}}'' hands out 1-up items, as if they're regular powerup items. With some effort, it's possible to stay at the maximum of nine lives up to the FinalBoss. However, if you're playing for score, this is somewhat of a bad idea, because collecting 1-ups resets the point values of the point items.

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* The ''ThunderForce'' ''VideoGame/ThunderForce'' series of shmups tends to have lenient [[EveryTenThousandPoints extend]] points; in ''Thunder Force III'', for instance, you can have as many as 15 lives by the time you get to Stage 6.
* The Arrange mode in ''{{RayCrisis}}'' ''VideoGame/{{RayCrisis}}'' hands out 1-up items, as if they're regular powerup items. With some effort, it's possible to stay at the maximum of nine lives up to the FinalBoss. However, if you're playing for score, this is somewhat of a bad idea, because collecting 1-ups resets the point values of the point items.



* Not an infinite 1-up, but in the SNES game {{Soulblazer}}, it is possible to gain ''infinite XP'', 1 experience point at a time, by repeatedly talking to a spirit in one of the gemstones. Though by the time you reach this in the game, there are far easier and quicker ways to rack up literally millions of XP points in minutes, so it's mostly a BraggingRightsReward for those who find this little gem...

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* Not an infinite 1-up, but in the SNES game {{Soulblazer}}, VideoGame/{{Soulblazer}}, it is possible to gain ''infinite XP'', 1 experience point at a time, by repeatedly talking to a spirit in one of the gemstones. Though by the time you reach this in the game, there are far easier and quicker ways to rack up literally millions of XP points in minutes, so it's mostly a BraggingRightsReward for those who find this little gem...
4th Jun '16 9:51:32 AM nombretomado
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* Although not a game with One-Ups, ''VideoGame/FinalFantasyXII'' was made for this: With the Gambit system, you can set up your characters to act on their own so you aren't spending all your time micro-managing the action. What this means is if you find a monster that can spawn other monsters, you can effectively make use of the system to only target its weaker underlings. One of the better known areas is with the Ghasts made by Negalmuur in the Stilshrine of Miriam: Negalmuur can do virtually no HP damage and relies on instant-kill attacks, which are gradual and can be cured. The Ghasts are no challenge, so disregarding them as long as you set up the gambits so they cure the Doomed party leader and revive allies as soon as they're down, you can effectively leave the PS2 on and effortlessly grind to level 99 and get the full array of License Points and some nice loot. If your party leader doesn't die before being able to be revived, that is, which will pause the game for you to choose a new leader.

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* Although not a game with One-Ups, ''VideoGame/FinalFantasyXII'' was made for this: With the Gambit system, you can set up your characters to act on their own so you aren't spending all your time micro-managing the action. What this means is if you find a monster that can spawn other monsters, you can effectively make use of the system to only target its weaker underlings. One of the better known areas is with the Ghasts made by Negalmuur in the Stilshrine of Miriam: Negalmuur can do virtually no HP damage and relies on instant-kill attacks, which are gradual and can be cured. The Ghasts are no challenge, so disregarding them as long as you set up the gambits so they cure the Doomed party leader and revive allies as soon as they're down, you can effectively leave the PS2 [=PS2=] on and effortlessly grind to level 99 and get the full array of License Points and some nice loot. If your party leader doesn't die before being able to be revived, that is, which will pause the game for you to choose a new leader.
25th Apr '16 5:25:41 AM Waddle
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Added DiffLines:

** With its many GameMaker tools, ''VideoGame/SuperMarioMaker'' allows this in multiple ways (even to the point of having canons straight-up shooting 1-Up Mushrooms!). Unfortunately, they really don't matter in this game, except in 100-Mario Challenges but you can never know what kind of level you will get. Your fate lays in the hands of the makers!
6th Apr '16 10:14:00 AM case
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** The YoshisIsland DLC stage in the Wii U version of ''SonicLostWorld'' is a relatively easy stage and if you manage to collect every Yoshi Egg in the level and complete it can give you upwards of 30 lives each time.

to:

** The YoshisIsland DLC stage in the Wii U version of ''SonicLostWorld'' ''VideoGame/SonicLostWorld'' is a relatively easy stage and if you manage to collect every Yoshi Egg in the level and complete it can give you upwards of 30 lives each time.time. The Yoshi level locks for a little while after each completion of it, but there's also Windy Hill Act 1, which has an area after a checkpoint with many extra lives that only require some moderately precise jumping to get every time; then you can leap off the stage and repeat the process. Both of these farming opportunities are useful as the game is surprisingly stingy with extra lives generally.



2nd Mar '16 9:31:16 AM Prfnoff
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** In the ''WebAnimation/NatrapsX'' series, the first Death Montage shows VideoGame/{{Spelunker}} using the Koopa Shell Bounce trick before killing Rockman. The second has Rockman, reduced to one life, getting his revenge and some of his lives back by bouncing on Spelunker in the same way.

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** In the ''WebAnimation/NatrapsX'' series, the first Death Montage DeathMontage shows VideoGame/{{Spelunker}} using the Koopa Shell Bounce trick before killing Rockman. The second has Rockman, reduced to one life, getting his revenge and some of his lives back by bouncing on Spelunker in the same way.
2nd Mar '16 9:30:50 AM Prfnoff
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Added DiffLines:

** In the ''WebAnimation/NatrapsX'' series, the first Death Montage shows VideoGame/{{Spelunker}} using the Koopa Shell Bounce trick before killing Rockman. The second has Rockman, reduced to one life, getting his revenge and some of his lives back by bouncing on Spelunker in the same way.
13th Jan '16 5:50:41 AM Waddle
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** The first level, "Jungle Hijinxs", is short and extremely easy and contains tons of life balloons (in addition to the lives you get from bananas and animal tokens). It can be played as many times as you want before moving on to the rest of the game.
** [=DKC2=] has Swanky's games, which give you 6 extra lives if you answer all the (pretty easy) questions correctly. Although it's not infinite, it's a huge boost.
** The second game also gives you the ability to easily exit levels you have beaten before. The first level has a balloon one screen from the starting position, so once you've beaten it you can easily enter, get balloon, then exit in about 20 seconds. You can then just repeat until you get bored.
** And there's also Barrel Bayou, where a little ways past halfway are two Kloaks (enemies who throw various things) that keep throwing easily defeated enemies for a while, and then throw a chest with a green balloon worth 2 lives before leaving. Given that enemies respawn if they are avoided but not killed, you can pass the Kloaks and them come back to them to repeat the process as much as you like.
** Don't forget the rope trick and the Krusha trick in the original DKC. The rope trick consists of getting on a rope in the stage "Misty Mines" and placing yourself next to the barrels that spawn enemies. From there you can jump on an enemy and then back to the vine without touching the ground. After doing it eight times, each consecutive time will earn you a life. The Krusha trick can be done in "Loopy Lights," "Manic Mincers," or "Millstone Mayhem" (the first ruins stage); play as Diddy Kong and bounce on a Krusha pinned up against the wall as many times as you want to get a ginormous amount of lives insanely quickly - as in, you will earn extra lives roughly ''three times faster than the life counter can display.'' You can easily reach 99 (and far beyond, though [[{{Cap}} the life counter doesn't show it]]) in under 60 seconds.
** One of the recurring minigames in the original DKC tasked you with repeatedly stomping a Klaptrap (who spat out more bananas and moved faster after each hit). In one level this minigame featured ''three'' such Klaptraps, enabling the player to bounce between them continuously, accumulating many extra lives in the process.

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** ''VideoGame/DonkeyKongCountry1''
***
The first level, "Jungle Hijinxs", is short and extremely easy and contains tons of life balloons (in addition to the lives you get from bananas and animal tokens). It can be played as many times as you want before moving on to the rest of the game.
*** The rope trick consists of getting on a rope in the stage "Misty Mines" and placing yourself next to the barrels that spawn enemies. From there you can jump on an enemy and then back to the vine without touching the ground. After doing it eight times, each consecutive time.
*** The Krusha trick can be done in "Loopy Lights," "Manic Mincers," or "Millstone Mayhem" (the first ruins stage); play as Diddy Kong and bounce on a Krusha pinned up against the wall as many times as you want to get a ginormous amount of lives insanely quickly - as in, you will earn extra lives roughly ''three times faster than the life counter can display.'' You can easily reach 99 (and far beyond, though [[{{Cap}} the life counter doesn't show it]]) in under 60 seconds.
*** One of the recurring minigames tasked you with repeatedly stomping a Klaptrap (who spat out more bananas and moved faster after each hit). In one level this minigame featured ''three'' such Klaptraps, enabling the player to bounce between them continuously, accumulating many extra lives in the process.
** [=DKC2=] ''VideoGame/DonkeyKongCountry2DiddysKongQuest''
*** ''[=DKC2=]''
has Swanky's games, which give you 6 extra lives if you answer all the (pretty easy) questions correctly. Although it's not infinite, it's a huge boost.
** The second *** This game also gives you the ability to easily exit levels you have beaten before. The first level has a balloon one screen from the starting position, so once you've beaten it you can easily enter, get balloon, then exit in about 20 seconds. You can then just repeat until you get bored.
** *** And there's also Barrel Bayou, "Barrel Bayou", where a little ways past halfway are two Kloaks (enemies who throw various things) that keep throwing easily defeated enemies for a while, and then throw a chest with a green balloon worth 2 lives before leaving. Given that enemies respawn if they are avoided but not killed, you can pass the Kloaks and them come back to them to repeat the process as much as you like.
** Don't forget the rope trick and the Krusha trick in the original DKC. The rope trick consists of getting ''VideoGame/DonkeyKongCountryReturns'' introduces a new gameplay mechanic: similarly to ''Mario'', jumping on a rope in the stage "Misty Mines" and placing yourself next to the barrels that spawn enemies. From there several enemies consecutively eventually gives you can jump on an enemy and then back to the vine without touching the ground. After doing it eight times, each consecutive time will earn you a life. The Krusha trick can be done 1-Ups. This becomes handy in "Loopy Lights," "Manic Mincers," or "Millstone Mayhem" (the first ruins stage); play as Diddy Kong and bounce on a Krusha pinned up against the wall as many times as you want to get a ginormous amount of lives insanely quickly - as in, you will earn extra lives roughly ''three times faster than the life counter can display.'' You can easily reach 99 (and far beyond, though [[{{Cap}} the life counter doesn't show it]]) in under 60 seconds.
**
"8-K: Five Monkey Trial". One of the recurring minigames trials consist of jumping on Squidlies in order to reach the original DKC tasked you top of the area, but the pattern of their arrival is fixed, and one knowing it could do a LeapOfFaith from one of the upper Squidlies with repeatedly stomping a Klaptrap (who spat out more bananas the help of Diddy's barrels and moved faster after each hit). In landing on one level this minigame featured ''three'' such Klaptraps, enabling of the player to bounce between them continuously, accumulating many extra lives in bottom Squidlies and repeat the process.



* ''VideoGame/SuperEmpireStrikesBack'' for the Super Famicom had a LeapOfFaith cave containing five extra lives in an early level. The catch was that once you collected them, you had to jump in a BottomlessPit and die. You respawned a bit earlier in the level, meaning you could do the Leap of Faith again, ''ad nauseam''.

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* ''VideoGame/SuperEmpireStrikesBack'' for the Super Famicom had a LeapOfFaith cave containing five extra lives in an early level. The catch was that once you collected them, you had to jump in a BottomlessPit and die. You respawned a bit earlier in the level, meaning you could do the Leap of Faith again, ''ad nauseam''.


Added DiffLines:

** ''Super Empire Strikes Back'' had a LeapOfFaith cave containing five extra lives in an early level. The catch was that once you collected them, you had to jump in a BottomlessPit and die. You respawned a bit earlier in the level, meaning you could do the Leap of Faith again, ''ad nauseam''.
30th Dec '15 3:23:49 AM Waddle
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* In the SNES game SuperStarWars, there is a level called Land of the Sandpeople, where at one point you can drop down into a canyon holding down left while falling takes you to a secret area where you can get 7 lives. Then you have no choice but to jump down and die, but it still means 6 extra lives. Then when you restart the level, just repeat this process to gain 6 more lives. And another six after that up until 99 lives.

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* In the SNES game SuperStarWars, ''VideoGame/SuperStarWars'', there is a level called Land of the Sandpeople, where at one point you can drop down into a canyon holding down left while falling takes you to a secret area where you can get 7 lives. Then you have no choice but to jump down and die, but it still means 6 extra lives. Then when you restart the level, just repeat this process to gain 6 more lives. And another six after that up until 99 lives.
15th Nov '15 7:20:31 PM MisterVercetti
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** ''SuperMario3DLand'' has a spot in World 1-2 with the old "bounce a koopa shell into the wall" trick, but with a twist; you're bouncing the shell into the fourth wall. There ware several other levels with koopas and walls in the proper placement to do this trick, but World 1-2 is the easiest.
*** Lampshaded here, though. Once you reach the {{Cap}}, Mario loses [[StealthPun his cap]], and runs around hatless until you lose a life.

to:

** ''SuperMario3DLand'' has a spot in World 1-2 with the old "bounce a koopa shell into the wall" trick, but with a twist; you're bouncing the shell into the fourth wall. There ware are several other levels with koopas Koopas and walls in the proper placement to do this trick, but World 1-2 is the easiest.
*** Lampshaded here, though. Once you reach
easiest and the {{Cap}}, Mario loses [[StealthPun his cap]], and runs around hatless until you lose a life.earliest; it's amusing to render lives [[MeaninglessLives entirely pointless]] not even two levels into the game.
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