History Main / MeaninglessLives

23rd Jun '16 7:17:18 PM alexandrajade
Is there an issue? Send a Message

Added DiffLines:

* Lampshaded in ''VideoGame/TheSimpsonsGame''. The characters are aware they're in a video game, and the 3D Simpsons family eventually meet 16-bit versions of themselves who ask them how the game works. New-school Homer tells old-school Homer that the player can simply keep going no matter how many times they fail, to which the lo-fi version says "Aww, infinite lives? Then how is the game even hard?!?"
15th Jun '16 1:19:31 AM erforce
Is there an issue? Send a Message


* In the GBA ports of the ''VideoGame/DonkeyKongCountry'' games, the player can save anywhere on the level select screen, restart from a level checkpoint at any time, and keep all lives when saving the game; all these features were absent in the original SNES versions, and they make lives largely pointless.

to:

* ''VideoGame/DonkeyKongCountry''
**
In the GBA ports of the ''VideoGame/DonkeyKongCountry'' games, the player can save anywhere on the level select screen, restart from a level checkpoint at any time, and keep all lives when saving the game; all these features were absent in the original SNES versions, and they make lives largely pointless.



* Lives are not quite as meaningless in the original ''Videogame/CrashBandicoot1996'' as they are in future installments. Loading the game or using a password resets your lives to 5, and [[NintendoHard you're going to need as many as you can get]]. However, collecting the green gem opens a shortcut in the level "Castle Machinery", which will take you to the exit in 10 seconds and give you '''25 extra lives'''.

to:

* ''Franchise/CrashBandicoot''
**
Lives are not quite as meaningless in the original ''Videogame/CrashBandicoot1996'' as they are in future installments. Loading the game or using a password resets your lives to 5, and [[NintendoHard you're going to need as many as you can get]]. However, collecting the green gem opens a shortcut in the level "Castle Machinery", which will take you to the exit in 10 seconds and give you '''25 extra lives'''.
4th Jun '16 5:23:53 PM nombretomado
Is there an issue? Send a Message


* ''Videogame/SonicUnleashed'' for the PS2/Wii does this one a little differently. You start with 2 retries, fair enough, but during the game you can get non-renewable 1up items that expand your stock on a permanent basis. Thus, you essentially have infinite lives; just a given number in any one stage. The 360/[=PS3=] version is more in line with the trope, with extra lives lovingly scattered around the levels, many directly after checkpoints, all of which respawn when you die. Some of the Werehog sections, however, are so frustrating and so long, however, that those lives are far from meaningless.

to:

* ''Videogame/SonicUnleashed'' for the PS2/Wii [=PS2=]/Wii does this one a little differently. You start with 2 retries, fair enough, but during the game you can get non-renewable 1up items that expand your stock on a permanent basis. Thus, you essentially have infinite lives; just a given number in any one stage. The 360/[=PS3=] version is more in line with the trope, with extra lives lovingly scattered around the levels, many directly after checkpoints, all of which respawn when you die. Some of the Werehog sections, however, are so frustrating and so long, however, that those lives are far from meaningless.
22nd May '16 4:00:53 PM nombretomado
Is there an issue? Send a Message


* ''Videogame/SonicUnleashed'' for the PS2/Wii does this one a little differently. You start with 2 retries, fair enough, but during the game you can get non-renewable 1up items that expand your stock on a permanent basis. Thus, you essentially have infinite lives; just a given number in any one stage. The 360/PS3 version is more in line with the trope, with extra lives lovingly scattered around the levels, many directly after checkpoints, all of which respawn when you die. Some of the Werehog sections, however, are so frustrating and so long, however, that those lives are far from meaningless.

to:

* ''Videogame/SonicUnleashed'' for the PS2/Wii does this one a little differently. You start with 2 retries, fair enough, but during the game you can get non-renewable 1up items that expand your stock on a permanent basis. Thus, you essentially have infinite lives; just a given number in any one stage. The 360/PS3 360/[=PS3=] version is more in line with the trope, with extra lives lovingly scattered around the levels, many directly after checkpoints, all of which respawn when you die. Some of the Werehog sections, however, are so frustrating and so long, however, that those lives are far from meaningless.
2nd Mar '16 1:02:26 PM KamenRiderOokalf
Is there an issue? Send a Message


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.

to:

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
Is there an issue? Send a Message


%%* ''SlyCooper'' (but only the first of the three) did this.

to:

%%* ''SlyCooper'' ''Franchise/SlyCooper'' (but only the first of the three) did this.
18th Feb '16 8:50:35 AM MegaMarioMan
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message


* ''RayCrisis'''s Special Mode drops so many extra life pickups, you practically have unlimited lives.

to:

* ''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
Is there an issue? Send a Message


* ''[[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.

to:

* ''[[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
Is there an issue? Send a Message


* 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.

to:

* 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.
This list shows the last 10 events of 63. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.MeaninglessLives