History Main / MeaninglessLives

13th Apr '18 1:35:06 PM gophergiggles
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* The VideoGame/LEGOAdaptationGame series gives you four hearts. When you get hit four times or fall into any pit you die and respawn exactly where you were and at worst lose a tenth of your money/studs.

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* The VideoGame/LEGOAdaptationGame ''VideoGame/LEGOAdaptationGame'' series gives you four hearts. When you get hit four times or fall into any pit you die and respawn exactly found a nice balance with this. The consequence of dying was respawning right where you were died and at worst lose losing a tenth of your money/studs.studs, making death a [[DeathIsASlapOnTheWrist slap on the wrist]] to players who were just trying to reach the end of the level. However as everything was unlocked in the game by buying it with studs, and often dying even once was enough to make it impossible to earn enough studs in that level for True Jedi/Adventurer/Wizard (which, depending on the game, awarded you with even more money or a golden brick), death was actually of serious consequence for players who wanted to earn money for unlockables, needing enough golden bricks to unlock new areas of the game, or wanting OneHundredPercentCompletion.
2nd Apr '18 9:18:26 PM Vilui
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** It seems Nintendo simply doesn't care anymore with ''VideoGame/NewSuperMarioBros2'' - the central theme of the game is [[GoldFever collecting as many coins as possible]] and the game is filled with ways to collect massive amounts of them very quickly, including: gold fire flowers whose massive fireballs turn anything into coins, gold enemies that drop extra coins when defeated, blocks you can wear on your head for a steady coin output and even bonus levels that literally have coins raining down from the sky! In addition to this, the game is about as generous with the 1-Up mushrooms as Mario's other recent outings, so it's very easy to reach a life count in the triple digits without even trying. And in fact, [[UpToEleven maxing out your life counter is needed to earn one of the stars on your save file!]]

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** It seems Nintendo simply doesn't care anymore any more with ''VideoGame/NewSuperMarioBros2'' - the central theme of the game is [[GoldFever collecting as many coins as possible]] and the game is filled with ways to collect massive amounts of them very quickly, including: gold fire flowers whose massive fireballs turn anything into coins, gold enemies that drop extra coins when defeated, blocks you can wear on your head for a steady coin output and even bonus levels that literally have coins raining down from the sky! In addition to this, the game is about as generous with the 1-Up mushrooms as Mario's other recent outings, so it's very easy to reach a life count in the triple digits without even trying. And in fact, [[UpToEleven maxing out your life counter is needed to earn one of the stars on your save file!]]



** In ''Mario and Wario'', a Japan only Mario puzzler controlled with the SNES mouse, you can play the initial 8 worlds in any order and continue an infinite amount of times if you run out of lives. However, you still need to replay all the levels for any given world if you run out of lives and you need to beat last 2 normally unselectable worlds with a single set of lives.

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** In ''Mario and Wario'', a Japan only Japan-only Mario puzzler controlled with the SNES mouse, you can play the initial 8 worlds in any order and continue an infinite amount of times if you run out of lives. However, you still need to replay all the levels for any given world if you run out of lives and you need to beat last 2 normally unselectable worlds with a single set of lives.
12th Dec '17 12:05:45 AM TheCuza
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* ''Videogame/BanjoKazooie'': 1-Ups (Banjo trophies) are easy to find, and they reappear every time to return to their area (Spiral Mountain has two 1-Ups, for example). Of course, they serve little purpose, since if you lose all of your lives, you simply get sent back to the entrance to Gruntilda's Lair. However, death itself was far from a slap on the wrist. Upon death, all 100 notes in the level would be reset, meaning that the only way to get them all is to do it in one life (in the original version; the Xbox Live Arcade port changed this). ''Videogame/BanjoTooie'' ditched the lives completely and made note collection much easier to boot.

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* ''Videogame/BanjoKazooie'': 1-Ups (Banjo trophies) are easy to find, and they reappear every time to return to their area (Spiral Mountain has two 1-Ups, for example). Of course, they serve little purpose, since if you lose all of your lives, you simply get sent back to the entrance to Gruntilda's Lair. However, death itself was far from [[DeathIsASlapOnTheWrist a slap on the wrist. Upon death, wrist]], since the 100 musical notes in each level did not stay collected if you died or left the level, and the game only remembered the highest amount you had collected in one go. If you wanted OneHundredPercentCompletion, you had to get all 100 notes without dying, which was quite a challenge in the level would be reset, meaning that the only way to get them all is to do it in one life (in the original version; the Xbox Live Arcade port changed this). [[ThatOneLevel a few levels]]. ''Videogame/BanjoTooie'' ditched the lives completely and made note collection much easier to boot.boot, and the Xbox Live Arcade port of the first game changed it so that the notes stayed collected.
29th Nov '17 7:46:28 PM shiny1urantis
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** Also, ''Videogame/KirbysReturnToDreamLand'', ''VideoGame/KirbyTripleDeluxe'', and ''VideoGame/KirbyPlanetRobobot'' not only give eight lives at the start of the game, but you reset your lives by exiting out of the game's files.
17th Nov '17 3:12:53 AM Cryoclaste
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* ''SpyroTheDragon'' has a fantastically superfluous bonus life system. In addition to a rather generous number of bonus lives scattered around as loot, you also get small orbs whenever you defeat an enemy you've already beaten. Ten of these makes a bonus life. Oh, and if that's not easy enough, sometimes an enemy will drop a full extra life instead of an orb. On the other hand, you might need them, depending how good you are at the game's jumping puzzles...

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* ''SpyroTheDragon'' ''Franchise/SpyroTheDragon'' has a fantastically superfluous bonus life system. In addition to a rather generous number of bonus lives scattered around as loot, you also get small orbs whenever you defeat an enemy you've already beaten. Ten of these makes a bonus life. Oh, and if that's not easy enough, sometimes an enemy will drop a full extra life instead of an orb. On the other hand, you might need them, depending how good you are at the game's jumping puzzles...
22nd Jun '17 4:15:14 AM HarpieSiren
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** Nintendo ''finally'' does away with the meaningless lives in ''VideoGame/SuperMarioOdyssey'', and replaces them with a mere ten coin penalty if you die.
2nd May '17 2:59:05 AM Cryoclaste
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* The LEGOAdaptationGame series gives you four hearts. When you get hit four times or fall into any pit you die and respawn exactly where you were and at worst lose a tenth of your money/studs.

to:

* The LEGOAdaptationGame VideoGame/LEGOAdaptationGame series gives you four hearts. When you get hit four times or fall into any pit you die and respawn exactly where you were and at worst lose a tenth of your money/studs.
23rd Feb '17 5:38:01 AM Gosicrystal
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** ''VideoGame/NewSuperMarioBrosWii'' and ''U'' have over a dozen intentional ways to get infinite (or high numbers of) 1-ups, and in ''Wii'' they're all documented in videos in the game. In other words, the game tells you how to get them. Although getting lives is trivial, losing them holds a little more weight as 7 deaths in one level (except on hard levels) makes the Super Guide block pop up which means your file can [[LostForever never]] have shiny stars. Also, in multiplayer there isn't time to collect as many 1-Ups unless everyone cooperates, and running out means you need to sit out the level until it's completed or everyone dies.
** ''VideoGame/SuperMario3DLand'' does things similarly to ''New Super Mario Bros. Wii'', having a fairly easy infinite-life trick in the ''second level of the game''. The game even rewards you for finding the trick by letting you get over the normal maximum number of lives. Just as in ''New Super Mario Bros. Wii'' however, losing too many lives in a row causes the game to [[MercyMode give you help]] and [[LostForever take away]] your BraggingRightsReward of shiny stars.

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** ''VideoGame/NewSuperMarioBrosWii'' and ''U'' have over a dozen intentional ways to get infinite (or high numbers of) 1-ups, and in ''Wii'' they're all documented in videos in the game. In other words, the game tells you how to get them. Although getting lives is trivial, losing them holds a little more weight as 7 deaths in one level (except on hard levels) makes the Super Guide block pop up which means your file can [[LostForever [[PermanentlyMissableContent never]] have shiny stars. Also, in multiplayer there isn't time to collect as many 1-Ups unless everyone cooperates, and running out means you need to sit out the level until it's completed or everyone dies.
** ''VideoGame/SuperMario3DLand'' does things similarly to ''New Super Mario Bros. Wii'', having a fairly easy infinite-life trick in the ''second level of the game''. The game even rewards you for finding the trick by letting you get over the normal maximum number of lives. Just as in ''New Super Mario Bros. Wii'' Wii'', however, losing too many lives in a row causes the game to [[MercyMode give you help]] and [[LostForever [[PermanentlyMissableContent take away]] your BraggingRightsReward of shiny stars.
14th Jan '17 8:09:18 PM CerotechOmega
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* ''VideoGame/FreedomPlanet2'' does whatever it can to avert this trope. While lives can come and go as any platformer-slash-action game is prone to, a feature in the game allows you to expend a life to resuscitate a character with their LastChanceHitPoint at the site of their "death", provided there is a body left behind. This could make the difference between "making the next checkpoint" or "beating the stage/boss" and "redoing the entire section since the last checkpoint".
22nd Dec '16 6:42:45 AM Beed28
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* Having a game that is [[SoEasyItSucks really, really, really easy]].

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* Having a game that is [[SoEasyItSucks [[ItsEasySoItSucks really, really, really easy]].
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