History Main / MeaninglessLives

2nd Mar '16 1:02:26 PM KamenRiderOokalf
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Then came game saving, a feature that allowed the player to quit and start again later more or less where they left off. ''VideoGame/TheLegendOfZelda'' and ''VideoGame/{{Metroid}}'' were among the first to do this, and note that they had no "lives", since the concept of having lives and the concept of saving are more or less contradictory. If you can save the game, it means the game can't force you to start at the beginning when you run out of lives. The farthest back it can take you is the last place you saved, reducing the ability of a GameOver to be any more damaging to the player's progress than any other death.

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Then came game saving, a feature that allowed the player to quit and start again later more or less where they left off. ''VideoGame/TheLegendOfZelda'' ''VideoGame/TheLegendOfZeldaI'' and ''VideoGame/{{Metroid}}'' ''VideoGame/{{Metroid 1}}'' were among the first to do this, and note that they had no "lives", since the concept of having lives and the concept of saving are more or less contradictory. If you can save the game, it means the game can't force you to start at the beginning when you run out of lives. The farthest back it can take you is the last place you saved, reducing the ability of a GameOver to be any more damaging to the player's progress than any other death.
26th Feb '16 5:19:06 AM MegaMarioMan
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%%* ''SlyCooper'' (but only the first of the three) did this.

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%%* ''SlyCooper'' ''Franchise/SlyCooper'' (but only the first of the three) did this.
18th Feb '16 8:50:35 AM MegaMarioMan
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* The original ''{{Tomba}}'' had lives... and the game saved how many you had left when you saved the game. This could actually screw you if you ran low, as the game booted you back to the opening menu if you ran out. The sequel ditched it.

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* The original ''{{Tomba}}'' ''VideoGame/{{Tomba}}'' had lives... and the game saved how many you had left when you saved the game. This could actually screw you if you ran low, as the game booted you back to the opening menu if you ran out. The sequel ditched it.
5th Jan '16 6:01:21 PM LucaEarlgrey
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* ''RayCrisis'''s Special Mode drops so many extra life pickups, you practically have unlimited lives.

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* ''RayCrisis'''s ''VideoGame/{{Ray|Series}}Crisis'''s Special Mode drops so many extra life pickups, you practically have unlimited lives.lives. However, picking up an extra life resets the point values of point pickups, so you actually want to ''avoid'' them if you're playing for score. In other words, coast through the game with a poor measure of play performance, or risk a GameOver trying to get a high score.
5th Dec '15 11:35:51 AM nombretomado
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* ''[[SeriousSam Serious Sam 2]]'', a FirstPersonShooter, released in 2005, that you can have as many saves at any moment as you want in, has lives. Possibly as part of its DenserAndWackier theme that also harkens back to the old console games of yore. Still a rather pointless feature.

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* ''[[SeriousSam ''[[VideoGame/SeriousSam Serious Sam 2]]'', a FirstPersonShooter, released in 2005, that you can have as many saves at any moment as you want in, has lives. Possibly as part of its DenserAndWackier theme that also harkens back to the old console games of yore. Still a rather pointless feature.
24th Nov '15 12:41:18 PM MyFinalEdits
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* The first ''VideoGame/RogueSquadron'' game had a variation on this trope, in which the player has three lives which are shared between missions, and could lose one if they failed a mission (in addition to dying, which is the usual way to lose one). However, failing a mission is pretty much the same as a Game Over (since you have to start from the beginning either way), and even if you ''did'' get a game over, your overall mission progress is still saved, so there's nothing stopping you from picking up where you left off with three fresh lives. Later games in the series [[AvertedTrope did away with this system]] and gave you three lives which refreshed after each mission, as well as an instant game over for mission failure.

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* The first ''VideoGame/RogueSquadron'' game had has a variation on this trope, in which the player has three lives which are shared between missions, and could can lose one if they failed fail a mission (in addition to dying, which is the usual way to lose one). However, But failing a mission is pretty much the same as a Game Over (since you have to start from the beginning either way), and even if you ''did'' ''do'' get a game over, your overall mission progress is still saved, so there's nothing stopping you from picking up where you left off with three fresh lives. Later games in the series [[AvertedTrope did do away with this system]] and gave give you three lives which refreshed refresh after each mission, as well as an instant game over for mission failure.
14th Nov '15 3:15:38 PM MrUnderhill
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* The first ''VideoGame/RogueSquadron'' game had a variation on this trope, in which the player has three lives and could lose one if they failed a mission (in addition to dying, which is the usual way to lose one). However, failing a mission is pretty much the same as a Game Over (since you have to start from the beginning either way), and even if you ''did'' get a game over, your overall mission progress is still saved, so there's nothing stopping you from picking up where you left off with three fresh lives. Later games in the series [[AvertedTrope did away with this system]] and gave you three lives which refreshed after each mission, as well as an instant game over for mission failure.

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* The first ''VideoGame/RogueSquadron'' game had a variation on this trope, in which the player has three lives which are shared between missions, and could lose one if they failed a mission (in addition to dying, which is the usual way to lose one). However, failing a mission is pretty much the same as a Game Over (since you have to start from the beginning either way), and even if you ''did'' get a game over, your overall mission progress is still saved, so there's nothing stopping you from picking up where you left off with three fresh lives. Later games in the series [[AvertedTrope did away with this system]] and gave you three lives which refreshed after each mission, as well as an instant game over for mission failure.
14th Nov '15 3:15:08 PM MrUnderhill
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Added DiffLines:

* The first ''VideoGame/RogueSquadron'' game had a variation on this trope, in which the player has three lives and could lose one if they failed a mission (in addition to dying, which is the usual way to lose one). However, failing a mission is pretty much the same as a Game Over (since you have to start from the beginning either way), and even if you ''did'' get a game over, your overall mission progress is still saved, so there's nothing stopping you from picking up where you left off with three fresh lives. Later games in the series [[AvertedTrope did away with this system]] and gave you three lives which refreshed after each mission, as well as an instant game over for mission failure.
6th Sep '15 1:57:23 PM gophergiggles
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** ''VideoGame/MegaManX5''/''VideoGame/MegaManX6'' were especially ridiculous, as getting a Game Over did not even make you lose your level checkpoint. Also, the littering of hostages in many stages, ''each'' of whom granted an extra life, meant maxing out at 9 lives was too easy.

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** ''VideoGame/MegaManX5''/''VideoGame/MegaManX6'' were especially ridiculous, as getting a Game Over did not even make you lose your level checkpoint. Also, the littering of hostages in many stages, ''each'' of whom granted an extra life, meant maxing out at 9 lives was too easy.easy, and since your ''only'' means of exiting an unbeaten level was a GameOver, they leaned toward PowerUpLetdown.
18th Jul '15 4:49:54 PM VictorDamazio
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** ''VideoGame/EryisAction'' does the same, being a PlatformHell game that draws heavy inspiration from ''Syobon Action''.

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** ''VideoGame/EryisAction'' does the same, being a PlatformHell game that draws heavy inspiration from ''Syobon Action''.Action'', however, after beating the game once, you unlock a mode with limited lives and losing all puts you back at the beggining.
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