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Ambiguous Syntax. Also tweaked some examples


* A rare FirstPersonShooter example, the original ''VideoGame/RiseOfTheTriad'' has ankh coins, with some of them worth 5, 10 or 25 ankh coins.

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* A rare FirstPersonShooter example, the original ''VideoGame/RiseOfTheTriad'' The original game is a rare FirstPersonShooter example. It has ankh coins, with some of them worth 5, 10 or 25 ankh coins.



* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 notes on each level that reset themselves if you die or leave the world. Collecting all of them on one run gets you an extra life (since lives are relatively easy to scoop on their own, the bigger purpose of the notes is to open Note Doors in Gruntilda's Lair to progress in the game).

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* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 musical notes on each level that reset themselves if you die or leave the world. Collecting all of them on one run gets you an extra life (since lives are relatively easy to scoop on their own, the bigger purpose of the notes is to open Note Doors in Gruntilda's Lair to progress in the game). The sequels have musical notes as well, clocking at 100 per level again in ''Tooie'' and ''Grunty's Revenge'' (and way more in ''Nuts & Bolts''), but since the main characters now have unlimited lives the trope is averted.



* In later ''VideoGame/CommanderKeen'' games, the desired items change with each installment. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas. Fittingly, the Extra Life items are related to them in some way: A Lifewater Flask in episode four, a barrel full of Vitalin drink in five, and a Queen Viva in six.

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* ''VideoGame/CommanderKeen'': In later ''VideoGame/CommanderKeen'' games, games (namely after the episodic Vorticon trilogy), the desired items change with each installment.installment, but collecting 100 always rewards Billy with an extra life. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas. Fittingly, the [[OneUp Extra Life items items]] are related to them in some way: A Lifewater Flask in episode four, a barrel full of Vitalin drink in five, and a Queen Viva in six.



* ''[[VideoGame/JoeAndMac Congo's Caper]]'' gives an extra life for every 100 small diamonds collected. A large diamond is a OneUp in itself.
* ''VideoGame/{{Croc}}'' turns this into a giant screw you fest. Diamonds sort of represent life; get hit while holding none and you die. This on top of a Sonic Ring-like mechanic where getting hit will drop ALL of them, but only a few can actually be recovered from the grond. Get 99 and gain one? You get one measly life in exchange for all the diamonds. Avoiding diamonds coming up.
** A secondary system exists where all your total diamonds in the level are banked once you get to the end, with every 100 giving a life.
** Adjusted in ''Croc 2'', where the Sonic-style dropping mechanic was replaced with multiple hit points and unlimited lives. Now, levels have a set total of 100 diamonds: getting 50 restores one hit, while all 100 will get you back to health.

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* ''[[VideoGame/JoeAndMac Congo's Caper]]'' ''VideoGame/JoeAndMac'': ''Congo's Caper'' gives an extra life for every 100 small diamonds collected. A large diamond is a OneUp in itself.
* ''VideoGame/{{Croc}}'' ''VideoGame/{{Croc}}'':
** The first game
turns this into a giant screw you screw-you fest. Diamonds sort of represent life; get hit while holding none and you die. This on top of a Sonic Ring-like mechanic where getting hit will drop ALL of them, but only a few can actually be recovered from the grond. Get 99 and gain one? You get one measly life in exchange for all the diamonds. Avoiding diamonds coming up.
**
up. A secondary system exists where all your total diamonds in the level are banked once you get to the end, with every 100 giving a life.
** Adjusted in ''Croc 2'', where the Sonic-style dropping mechanic was is replaced with multiple hit points and unlimited lives. Now, levels have a set total of 100 diamonds: getting 50 restores one hit, while all 100 will get you back to health.



** 100 coins are exchanged for the extra life in every 2D ''Mario'' game except ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioLand2SixGoldenCoins'' (where coins are used in the gambling minigames to earn lives). This coin exchange also applies to the 3D games ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld'', as well as the ''VideoGame/YoshisIsland'' subseries.

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** 100 coins are exchanged for ''VideoGame/SuperMarioBros1'': The game set the tradition in itself and subsequent 2D ''Super Mario'' games to reward Mario (or any playable character currently at use) with an extra life in for every 2D ''Mario'' game except 100 coins gathered in normal gameplay; it doesn't have to be 100 coins within the same level, as the current amount is carried over to any next level. The exceptions are ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioLand2SixGoldenCoins'' (where (in both games, coins are used in the gambling minigames to earn lives). This coin exchange also applies to the 3D games ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld'', as well as the ''VideoGame/YoshisIsland'' subseries.

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* ''VideoGame/MetallicChild'': [[PlayerCharacter Rona]] starts the game with 100 units of health.

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* ''VideoGame/MetallicChild'': ''VideoGame/MetallicChild'':
**
[[PlayerCharacter Rona]] starts the game with 100 units of health.
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* ''VideoGame/MetallicChild''

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* ''VideoGame/MetallicChild''''VideoGame/MetallicChild'': [[PlayerCharacter Rona]] starts the game with 100 units of health.
** When you get the core level gauge to 100%, you'll be able to install Super-Cores.
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* ''VideoGame/MetallicChild''
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* ''VideoGame/{{Jersey Devil|1997}}'' gives you an extra life for every 100 Pumpkins you collect.

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* ''VideoGame/{{Jersey Devil|1997}}'' ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.
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* ''VideoGame/StitchyInTookiTrouble'': Every 100 corn cobs [[PlayerCharacter Stitchy]] collects gives him an extra life.
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* In ''VideoGame/KazeAndTheWildMasks'', collecting one hundred crystals in a level awards the player with a crystal medal. Collecting them all awards the player with [[spoiler: an extended ending where Kaze returns Hogo to normal]].
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* In ''Manga/SoulEater'', Demon weapons must collect the souls of 99 evil humans and 1 witch in order to become a "Death's Weapon" or Death Scythe. A weapon worthy of being wielded by Death himself.

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* In ''Manga/SoulEater'', Demon weapons must collect the souls of 99 evil humans and 1 witch in order to become a "Death's Weapon" or Death Scythe. A Scythe, a weapon worthy of being wielded by Death himself.

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Minor fix.



[[folder:Wide Open Sandbox]]
* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion has 100 hidden packages to find. This doesn't gain you extra lives, but each batch of 10 cause an extra weapon spawn point at your hideouts.


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[[folder:Wide Open Sandbox]]
* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion has 100 hidden packages to find. This doesn't gain you extra lives, but each batch of 10 cause an extra weapon spawn point at your hideouts.
[[/folder]]
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[[folder:Survival Horror]]
* ''VideoGame/{{Hanako}}'': The PlayerCharacter's health is indicated by a percentage number in the inventory screen. 100% means full health.
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* ''VideoGame/KidBabyStarchild'': Collect 100 purple jewels in at least the first level to be able to collect one of four [[EldritchAbomination Leviathan]] facades.

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Removed non-examples simply involving the number one hundred


[[folder:Anime and Manga]]

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[[folder:Anime [[folder:Non-Video Game Examples]]
!!Anime
and Manga]]Manga



[[/folder]]

[[folder:Live Action TV]]

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[[/folder]]

[[folder:Live

!!Live
Action TV]]TV




!!Pinball
* In ''Pinball/{{Congo}}'', collecting 100 diamonds activates the Super Multiball WizardMode.



[[folder:Pinball]]
* In ''Pinball/{{Congo}},'' collecting 100 diamonds activates the Super Multiball WizardMode.

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[[folder:Pinball]]

[[folder:Action Game]]
* ''VideoGame/{{Bomberman 64}}'' gives you a continue whenever you got 50 gems. Annoyingly, continues send you back to the level-select screen; to continue from a level checkpoint, you need lives. You start each "continue" with three lives... and the game doesn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* In ''Pinball/{{Congo}},'' collecting ''VideoGame/CarriesOrderUp'', getting 40 coins erases a miss. Not quite an extra life, as you can't earn more than what you start with.
* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every
100 stars he collects.
* ''VideoGame/{{Turrican}}'' adds a continue for each 300
diamonds activates the Super Multiball WizardMode.player collects. ''Turrican II: The Final Fight'' reduce the amount required to 100.



[[folder:Video Games]]

[[AC:Action]]
* ''VideoGame/{{Bomberman 64}}'' gives you a continue whenever you got 50 gems. Annoyingly, continues send you back to the level-select screen; to continue from a level checkpoint, you need lives. You start each "continue" with three lives... and the game doesn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.
* ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduce the amount required to 100.

[[AC:ActionAdventure]]

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[[folder:Video Games]]

[[AC:Action]]
* ''VideoGame/{{Bomberman 64}}'' gives you a continue whenever you got 50 gems. Annoyingly, continues send you back to the level-select screen; to continue from a level checkpoint, you need lives. You start each "continue" with three lives... and the game doesn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.
* ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduce the amount required to 100.

[[AC:ActionAdventure]]
[[folder:Action Adventure]]




[[AC:EasternRPG]]
* In ''VideoGame/PaperMario'', enemies drop star points (equivalent to experience points) which gave Mario a level up for getting 100.

[[AC:FirstPersonShooter]]

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\n[[AC:EasternRPG]]\n* In ''VideoGame/PaperMario'', enemies drop star points (equivalent to experience points) which gave Mario a level up for getting 100.\n\n[[AC:FirstPersonShooter]][[/folder]]

[[folder:First Person Shooter]]




[[AC:Platformer]]
* In the ''VideoGame/ABugsLife'' LicensedGame, collecting all 50 pieces of grain in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).

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\n[[AC:Platformer]]\n[[/folder]]

[[folder:Platformer]]
* In the ''VideoGame/ABugsLife'' LicensedGame, collecting all 50 pieces of grain ''VideoGame/OneHundredAndTwoDalmatiansPuppiesToTheRescue'' has 100 [[StockFemurBone dog bones]] to collect in every level fully restores level, which both unlock an optional flyby cutscene, along with one of the health meter, and collecting all the letters of Flik's name grants level's stickers for an extra life (maximum 9).in-game stickerbook.



* In the ''VideoGame/ABugsLife'' LicensedGame, collecting all 50 pieces of grain in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).



* In later ''VideoGame/CommanderKeen'' games the desired items change with each installment. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas. Fittingly, the Extra Life items are related to them in some way: A Lifewater Flask in episode four, a barrel full of Vitalin drink in five, and a Queen Viva in six.

to:

* In later ''VideoGame/CommanderKeen'' games games, the desired items change with each installment. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas. Fittingly, the Extra Life items are related to them in some way: A Lifewater Flask in episode four, a barrel full of Vitalin drink in five, and a Queen Viva in six.



* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all, since they were scrapped during the development process). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional (getting #100 will net you a completion audio jingle, but that's it). Their main use is to open the door to boss of the world they are collected in, by feeding them to a pig, who will weight down a platform that boosts his buddy up so he can pull the lever that opens the door.



* ''VideoGame/FinAndTheAncientMystery'': Fin's health bar caps at 100 hit points.

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* ''VideoGame/FinAndTheAncientMystery'': Fin's health bar caps at In the NES ''VideoGame/FelixTheCat'' game, collecting 100 hit points.disembodied Felix heads will grant you an extra life.
* ''VideoGame/FreezeME'' has a variation, where collecting ''150'' Red Pigcoins on each level gives you a Golden Cube. The number is probably higher due to the levels in the game being ''really'' big.



* ''VideoGame/{{Jersey Devil|1997}}'' gives you an extra life for every 100 Pumpkins you collect.
* In ''VideoGame/{{Karnov}}'', collecting 50 K symbols gives the title character an extra life. ''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra life for collecting 20 K symbols, though "Oscar" doesn't start with a K.



* ''VideoGame/NinjaSenki'' has coins... but they're only valuable because collecting them gives you 10 points, and a 1000 points either equates a lifebar refill or (if the lifebar is already full), an extra life. These points are also obtained by defeating enemies, so coins themselves aren't quite as valuable.



* Standard coins in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it works a bit differently. If you have no "charm" (protects your OneHitPointWonder character from a single hit), it gives you one. If you already have one, it gives you another. If you already have two, then you get an extra life, as two are the maximum. If you already have 99 lives and two charms, then the "coin" counter won't progress past 99. This is rather useful, so that if you take a hit, you can collect a single (very common) coin and be back to two charms.
* The rings in the ''VideoGame/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Sonic Heroes is an exception, it is entirely possible to max out your ring count at 999 in the second enemy swarm boss with Team Chaotix, and '''get 9 extra lives from it!'''
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors,''[[note]]In [[UsefulNotes/NintendoDS both]] [[UsefulNotes/{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/note]] ''VideoGame/ShadowTheHedgehog,''[[note]]Instead, you get extra lives for having 100 or more rings when you touch a checkpoint.[[/note]] the ''VideoGame/SonicStorybookSeries'' titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/note]] and the UsefulNotes/NintendoWii / UsefulNotes/PlayStation2 version of ''VideoGame/SonicUnleashed''[[note]]Which instead have the extra lives in the [[OptionalMission Gaia Gates]][[/note]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by collecting 100, taking damage, and collecting 100 again) will not award a second extra life. Same for collecting 200 rings.
** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on a life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage. Which combined with the counter reset in the early games can turn the extra life at 100 into a PowerupLetdown.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings. In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.



* ''VideoGame/OneHundredAndTwoDalmatiansPuppiesToTheRescue'' has 100 [[StockFemurBone dog bones]] to collect in every level, which both unlock an optional flyby cutscene, along with one of the level's stickers for an in-game stickerbook.



* ''VideoGame/SuperMonkeyBall'':
** In the first game, collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In ''Super Monkey Ball 2'''s story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so extra lives don't really matter.
* ''VideoGame/SuzyCube'': Suzy gains an extra life with every hundred coins that she collects.
* In ''VideoGame/ViceProjectDoom'', 100 coins gets you an extra life.




[[AC:ShootEmUp]]

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\n[[AC:ShootEmUp]][[/folder]]

[[folder:Shoot 'Em Up]]




[[AC:Unsorted]]
* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all, since they were scrapped during the development process). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional (getting #100 will net you a completion audio jingle, but that's it). Their main use is to open the door to boss of the world they are collected in, by feeding them to a pig, who will weight down a platform that boosts his buddy up so he can pull the lever that opens the door.
* In the NES ''Felix The Cat'' game, collecting 100 disembodied Felix heads will grant you an extra life.

to:

\n[[AC:Unsorted]]\n* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all, since they were scrapped during the development process). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional (getting #100 will net you a completion audio jingle, but that's it). Their main use is to open the door to boss of the world they are collected in, by feeding them to a pig, who will weight down a platform that boosts his buddy up so he can pull the lever that opens the door.\n* In the NES ''Felix The Cat'' game, collecting 100 disembodied Felix heads will grant you an extra life.[[/folder]]

[[folder:Wide Open Sandbox]]



* ''VideoGame/{{Jersey Devil|1997}}'' gives you an extra life for every 100 Pumpkins you collect.
* In ''VideoGame/{{Karnov}}'', collecting 50 K symbols gives the title character an extra life. ''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra life for collecting 20 K symbols, though "Oscar" doesn't start with a K.
* ''VideoGame/NinjaSenki'' has coins... but they're only valuable because collecting them gives you 10 points, and a 1000 points either equates a lifebar refill or (if the lifebar is already full), an extra life. These points are also obtained by defeating enemies, so coins themselves aren't quite as valuable.
* ''VideoGame/{{Pigsaw}}'': The PlayerCharacter has 100 hit points of health.
* ''VideoGame/ShutEye'': [[PlayerCharacter The girl's]] anxiety level caps at 100. If her anxiety reaches the top, it's GameOver.
* Standard coins in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it works a bit differently. If you have no "charm" (protects your OneHitPointWonder character from a single hit), it gives you one. If you already have one, it gives you another. If you already have two, then you get an extra life, as two are the maximum. If you already have 99 lives and two charms, then the "coin" counter won't progress past 99. This is rather useful, so that if you take a hit, you can collect a single (very common) coin and be back to two charms.
* The rings in the ''VideoGame/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Sonic Heroes is an exception, it is entirely possible to max out your ring count at 999 in the second enemy swarm boss with Team Chaotix, and '''get 9 extra lives from it!'''
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors,''[[note]]In [[UsefulNotes/NintendoDS both]] [[UsefulNotes/{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/note]] ''VideoGame/ShadowTheHedgehog,''[[note]]Instead, you get extra lives for having 100 or more rings when you touch a checkpoint.[[/note]] the ''VideoGame/SonicStorybookSeries'' titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/note]] and the UsefulNotes/NintendoWii / UsefulNotes/PlayStation2 version of ''VideoGame/SonicUnleashed''[[note]]Which instead have the extra lives in the [[OptionalMission Gaia Gates]][[/note]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by collecting 100, taking damage, and collecting 100 again) will not award a second extra life. Same for collecting 200 rings.
** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on a life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage. Which combined with the counter reset in the early games can turn the extra life at 100 into a PowerupLetdown.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings. In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.
* ''VideoGame/SuperMonkeyBall'':
** In the first game, collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In ''Super Monkey Ball 2'''s story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so extra lives don't really matter.
* ''VideoGame/SuzyCube'': Suzy gains an extra life with every hundred coins that she collects.
* In ''VideoGame/TetrisTheGrandMaster'', you advance to a new section every 100 levels. "Levels" being pieces dropped + lines cleared, up to level x99, at which point you need to clear a line to continue leveling up.
* In ''VideoGame/ViceProjectDoom'', 100 coins gets you an extra life.
* In ''VideoGame/CarriesOrderUp'', getting 40 coins erases a miss. Not quite an extra life, as you can't earn more than what you start with.
* ''VideoGame/FreezeME'' has a variation, where collecting ''150'' Red Pigcoins on each level gives you a Golden Cube. The number is probably higher due to the levels in the game being ''really'' big.


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* ''VideoGame/{{Pigsaw}}'': The PlayerCharacter has 100 hit points of health.
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* ''VideoGame/FinAndTheAncientMystery'': Fin's health bar caps at 100 hit points.
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* ''VideoGame/ShutEye'': [[PlayerCharacter The girl's]] anxiety level caps at 100. If her anxiety reaches the top, it's GameOver.
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* ''VideoGame/SuzyCube'': Suzy gains an extra life with every hundred coins that she collects.
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* ''VideoGame/SpongeBobSquarePantsSuperSponge'' has you collect 100 golden spatulas in order to earn an extra life. The catch is that these are actually collectibles that you need for OneHundredPercentCompletion where collecting 100 each level can earn you bonus level and content. The problem? A single touch from an enemy or hazard makes you lose every single spatula you have collected in the entire level and you only have about 5 seconds to retrieve them all before they disappear.
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* The rings in the ''Franchise/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.

to:

* The rings in the ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.

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* In the ''VideoGame/ABugsLife'' LicensedGame, collecting all 50 pieces of grain in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).



* In the ''VideoGame/ABugsLife'' LicensedGame, collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
Is there an issue? Send a MessageReason:
None


* ''VideoGame/102DalmatiansPuppiesToTheRescue'' has 100 [[StockFemurBone dog bones]] to collect in every level, which both unlock an optional flyby cutscene, along with one of the level's stickers for an in-game stickerbook.

to:

* ''VideoGame/102DalmatiansPuppiesToTheRescue'' ''VideoGame/OneHundredAndTwoDalmatiansPuppiesToTheRescue'' has 100 [[StockFemurBone dog bones]] to collect in every level, which both unlock an optional flyby cutscene, along with one of the level's stickers for an in-game stickerbook.
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None

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* ''VideoGame/102DalmatiansPuppiesToTheRescue'' has 100 [[StockFemurBone dog bones]] to collect in every level, which both unlock an optional flyby cutscene, along with one of the level's stickers for an in-game stickerbook.
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[[folder:Live Action TV]]
* On the children's game show ''Series/{{Raven}}'', the contestants can win back a life via collecting a certain number of rings starting in Series 2 (7 rings win back a life in Series 2 and 3 but was increased to nine rings being needed in Series 4 through 10).
[[/folder]]
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* In ''Manga/SoulEater'', Demon weapons must collect the souls of 99 evil humans and 1 witch in order to become a "Death's Weapon" or Death Scythe. A weapon worthy of being wielded by Death himself.

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* ''VideoGame/{{Croc}}'' turns this into a giant screw you fest. Diamonds sort of represent life; drop them below 0 and you die. Get 99 and gain one? You go back to 0 and gain one measly life. Avoiding diamonds coming up.

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* ''VideoGame/{{Croc}}'' turns this into a giant screw you fest. Diamonds sort of represent life; drop them below 0 get hit while holding none and you die. This on top of a Sonic Ring-like mechanic where getting hit will drop ALL of them, but only a few can actually be recovered from the grond. Get 99 and gain one? You go back to 0 and gain get one measly life. life in exchange for all the diamonds. Avoiding diamonds coming up.up.
** A secondary system exists where all your total diamonds in the level are banked once you get to the end, with every 100 giving a life.
** Adjusted in ''Croc 2'', where the Sonic-style dropping mechanic was replaced with multiple hit points and unlimited lives. Now, levels have a set total of 100 diamonds: getting 50 restores one hit, while all 100 will get you back to health.
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Minor edit.


* In the ''Disney/ABugsLife'' LicensedGame, collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).

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* In the ''Disney/ABugsLife'' ''VideoGame/ABugsLife'' LicensedGame, collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
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->'''Toad:''' There's gotta be a million coins here!\\
'''Luigi:''' Enough to buy a new life.\\
'''Mario:''' Enough to buy 10,000 new lives.
-->-- ''[[https://www.youtube.com/watch?v=Kk9oa_PiXAk The Brothers Mario]]''
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* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 notes on each level that reset themselves if you die or leave the world. Collecting all of them on one run gets you an extra life.

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* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 notes on each level that reset themselves if you die or leave the world. Collecting all of them on one run gets you an extra life.life (since lives are relatively easy to scoop on their own, the bigger purpose of the notes is to open Note Doors in Gruntilda's Lair to progress in the game).



* In later ''VideoGame/CommanderKeen'' games the desired items change with each installment. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas.

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* In later ''VideoGame/CommanderKeen'' games the desired items change with each installment. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas. Fittingly, the Extra Life items are related to them in some way: A Lifewater Flask in episode four, a barrel full of Vitalin drink in five, and a Queen Viva in six.



** 100 coins are exchanged for the extra life in every 2D ''Mario'' game except ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioLand2SixGoldenCoins'' (where coins are used in the gambling minigames to earn lives). This coin exchange also applies to the 3D games ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld''.

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** 100 coins are exchanged for the extra life in every 2D ''Mario'' game except ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioLand2SixGoldenCoins'' (where coins are used in the gambling minigames to earn lives). This coin exchange also applies to the 3D games ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld''.''VideoGame/SuperMario3DWorld'', as well as the ''VideoGame/YoshisIsland'' subseries.



* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all, since they were scrapped during the development process). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional. Their main use is to open the door to boss of the world they are collected in, by feeding them to a pig, who will weight down a platform that boosts his buddy up so he can pull the lever that opens the door.

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* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all, since they were scrapped during the development process). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.optional (getting #100 will net you a completion audio jingle, but that's it). Their main use is to open the door to boss of the world they are collected in, by feeding them to a pig, who will weight down a platform that boosts his buddy up so he can pull the lever that opens the door.
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* ''Franchise/CrashBandicoot'' games use Wumpa fruit for extra lives.

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* ''Franchise/CrashBandicoot'' ''VideoGame/CrashBandicoot'' games use Wumpa fruit for extra lives.

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