Yes, the game lets you go into negative lives and keep playing. Be glad it does.
In the beginning, there were Nintendo Hard
games which you had to finish in a single sitting. To make these games more fair, creators implemented "lives" so that you wouldn't have to start all the way at the beginning of the game if you failed — only when you ran out of lives. It was a good idea, and it added an extra element of strategy to the game as it made characters collect these extra lives
along the way to save them up for the harder levels near the end of the game.
Then came game saving, a feature that allowed the player to quit and start again later more or less where they left off. The Legend of Zelda
and 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 Game Over
to be any more damaging to the player's progress than any other death.
But some developers didn't care. They liked "lives" and wanted to keep them despite having save features. People expected them to be there. Hence Meaningless Lives.
This can be caused by the following, but not always:
- Having the ability to use cheap tricks to get many lives near the start of the game.
- Having a "game over" serve no purpose besides making you lose your level checkpoint and returning you to the title screen, where you can simply re-load your game and pick up where you left off. (Basically any time Death Is a Slap on the Wrist.)
- Resetting your lives to three or some other default value every time you re-load your game.
- Having infinite continues (on console games that don't require money like arcade games).
- Having the most difficult levels have an obvious, easy-to-obtain, respawning 1-Up which can be used to try the same level unsuccessfully forever.
- Even worse, having two or more of these at the same place. Your continued failures will actually increase your life count.
- Allowing — or even requiring — levels to be replayed, and saving the number of lives.
- Having a game that is really, really, really easy.
Whatever the case, you never look at your life counter simply because you just don't care.
of Video Game Lives
Somebody who takes the trope name too literally
is a Straw Nihilist
- Every Super Mario Bros. game since Super Mario Bros. 3.
- Downplayed in Super Mario Bros.: The Lost Levels, as even though you can max out your life counter at 127-8 (depending on the version) in the first level, you can still easily lose them all before beating the game. Played straight in Super Mario All-Stars, in which The Lost Levels is the only game in the compilation where the player can save his progress at the last stage he played, a benefit not featured in the other games in the compilation.
- Super Mario Bros. 3 is a mild example, since two of the easiest spots to rack up Infinite Lives are in the first world. One is in the second level!
- The SNES version of Super Mario World allowed you to quickly rack up lives by replaying certain levels, but the life counter was not saved. The GBA remake saved it and also extended the life counter to three digits. It was not uncommon to accumulate hundreds of lives without even trying by the end of the game.
- The GBA version of Yoshi's Island took this even further, since, like the original, it featured bonus games which could reward you with dozens of lives each play.
- Super Mario 64: Getting a game over was only marginally more time consuming than losing a life (dying drops you at the level entrance, game overs kick you to the front of the castle). There was the occasional checkpoint now and then, but again, it didn't take long to reach them. It's not hard to get upwards of twenty lives in one sitting anyway, and the reward for getting 100% completion was 99 of the bloody things.
- Super Mario Sunshine specifically had 1-Ups that respawned every time one entered a level and came back. This means every time you die, you'd get that life back if you start near the 1-Up spawn.
- Super Mario Galaxy is guilty of practically every single point listed above. The Hub Level has about 5 1-Ups scattered across, most of which are easy to reach (and of course, they are back every time you return), and you frequently get letters from Princess Peach with free 1-Ups attached. And most levels have 1-Ups as well, and you get them for every 50 Star Bits or coins collected. And of course, exiting the game resets your life count to 5 (and Peach's letter is almost always available when you reload). And the most difficult challenges (the comet missions) don't have checkpoints anyway. Strangely, Mario loses a life for losing races, as well. It gets to the point where on some levels, the number of lives you have is actually directly proportional to how badly you're doing, since you get more lives than you lose on the tough challenges.
- Super Mario Galaxy 2 is this to about as much degree at the first game. The hub has the usual five odd lives, as well as an infinite supply in the basement via the Chance Cube in the casino (aka, about 20 possible lives to get for about a 100 coins apiece). And the standard five from Princess Peach's letters to Mario. And the Chance Cubes in most levels. And the fact unlike most 3D Mario games, you keep any lives you gain in a level if you exit without beating it, meaning easy 1-Up farming.
- New Super Mario Bros. Wii 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 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.
- Super Mario 3D Land 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 give you help and take away your Bragging Rights Reward of shiny stars.
- It seems Nintendo simply doesn't care any more with New Super Mario Bros. 2 - the central theme of the game is 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, maxing out your life counter is needed to earn one of the stars on your save file!
- In Mario vs. Donkey Kong: Minis March Again!, which was the first game in the series to even HAVE lives (aside from the completely different original), losing all of them causes you to... gain five more. Yeah...
- The original is just as bad. The only negative effect getting a Game Over will have is resetting your score when you're on the second half of a level. If you were aiming for a high score, this isn't any worse than dying normally — you lose the time you accumulated from the previous area, so your high score is now moot, meaning Game Overs technically have no consequences whatsoever. Of course, that doesn't stop the game from forcing you to play bonus games if you get all the presents to win... Get this... More lives.
- In Mario & Wario, a Japan-only Mario Puzzle Platformer 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.
- Nintendo finally does away with the meaningless lives in Super Mario Odyssey, and replaces them with a mere ten coin penalty if you die.
- In the Mega Man (Classic) platformers that aren't Nintendo Hard, losing your lives restarts the level. Big deal. Your life count is also reset every time you reload.
- Mega Man Powered Up allows players to farm lives up to 9 and save quite easily in the new version. Beating the boss of the level the free life is in isn't even required (though Roll bugs you about being "a little fast"). These lives aren't totally useless, as Mega Man loves its cheap shots in jumping puzzles (see Guts Man's level).
- Mega Man X5/Mega Man X6 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, and since your only means of exiting an unbeaten level was a Game Over, they leaned toward Power Up Letdown.
- The latter parts of the Mega Man Zero series, and the ZX series seem to have begun to find a nice balance. You can save, yes, but only at certain locations in the game world - the trans servers. Lives, on the other hand, return you to the last 'checkpoint' in the level; normally the point where the screen went black for a moment loading the next area. Given how hard these games can get, lives suddenly become valuable - they let you resume without losing all your hard work by being sent back to your last save.
- The later NES Mega Man games didn't let you keep your energy tanks if you decided to go dancing on the spiky floor until game over, but not to worry: if you grabbed of a copy of Wily Wars back in the day, you'd find that it had not only forgotten that little downside and also gladly saved your tanks between plays.
- A lot of Mega Man games don't restore your weapons when you die, but they do make sure to save which refills you've already picked up, so you can't pick them up again. They also love to have obstacles in the final sequence that require or are made much easier with specific weapons, so if you're out of that weapon, all lives are going to do is make it take longer to get Game Over.
- In Castlevania II: Simon's Quest, you literally continue from the exact same spot if you lose all your lives. The only catch is that you would lose all your hard-earned hearts.
- 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.
- Donkey Kong Country
- In the GBA ports of the Donkey Kong Country 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 (the closest being a 50 lives code, and even then only the first and third games allow entering it every time you load your file; the second one only allows it when starting a new game), and they make lives largely pointless.
- In Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze, the Kong Temples are incredibly relentless, but they include millions of bananas and banana coins, meaning you get one extra life for every two halfway attempts, and enough coins to buy back all the lives you have lost and then a couple hundred more at Cranky's/Funky's shop. And the hardest challenges make sure to offer you a pretty obvious life-farming chance via bouncing on several enemies in a row- in the World 2 temple in Tropical Freeze, you can get half a dozen lives that way.
- The multiplayer-oriented The Legend of Zelda: Four Swords Adventures has fairies that can be collected, representing lives. The fairies are everywhere, and you get at least two just for beating a level. If you die, you lose one. It almost eliminates the need for lives altogether—especially in multiplayer, where lives are only lost if every player is down at the same time, which is an unlikely event as a downed character auto-revives after ten seconds.
- Attempted subversion in Gex: Enter the Gecko, where running out of lives would erase all your progress and force you to start again. At least, that's the theory. The problem was that the game had to prompt the player to overwrite their save file, making it incredibly easy to avoid the punishment.
- Conker Live And Reloaded would reset your lives to 3 if you lost them all and chose to retry. You were thrown back to the previous checkpoint, but since literally every new room was a checkpoint this was not much of a penalty.
- Stinkoman 20X6 gives you three lives, but the levels have no checkpoints and you can choose from any of the levels right from the start of the game. The only points at which lives matter are the boss battles, because if you have lives left when you die to a boss, you start at the boss rather than the beginning of the level. (And a glitch makes lives worthless against the first two bosses as well, since you respawn to instant death.) At all other times, you lose nothing but a few seconds of time by just refreshing the page and going back to three lives when you die.
- Yoshi's Island DS is a difficult game, but an actual Game Over is rare. By the last world you'll lose 50 lives per level, but that doesn't matter because you get 70 1-Ups in the process.
- Banjo-Kazooie: 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, 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 100% Completion, you had to get all 100 notes without dying, which was quite a challenge in a few levels. Banjo-Tooie ditched the lives completely and made note collection much easier to boot, and the Xbox Live Arcade port of the first game changed it so that the notes stayed collected.
- Ghouls N Ghosts (at least, the Genesis version) has infinite continues, making what was a near-impossible game merely really really hard.
- Sonic Unleashed 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.
- Sonic Rush and its sequel, in modern 2D platformer fashion, still allow you to amass more lives than you'll ever need.
- Sonic the Hedgehog 4 is a huge example of this. A mediocre player could end up with over one hundred fifty lives at the time of beating the final boss.
- Be honest, is anyone ever going to use up over 400 freaking lives?
- Sonic 3 & Knuckles made lives even more pointless with the introduction of save files. Every time you complete a zone and reach a new zone, the game is saved, so you can quit and pick up where you left off later. The only danger a game over brings is booting you to the level's start instead of a checkpoint.
- Hell Platformer Syobon Action has the ultimate in meaningless lives: The game never checks to see if you run out of lives. So the lives-remaining indicator can start at 2, and be -52 by the time you beat the game.
- Eryi's Action does the same, being a Platform Hell game that draws heavy inspiration from Syobon Action, however, after beating the game once, you unlock a mode with limited lives and losing all puts you back at the beggining.
- Averted in Starfighter: Disputed Galaxy. The game saves your progress as you go and allows you to stock up to ten lives at a time (which can be repurchased or refreshed altogether on buying a new ship). However, if you manage to run out of lives, the game resets your progress completely and forces you to start over.
- Averted in the original Rayman. It had both lives and saving, but the lives were justified because the levels were Nintendo Hard, long enough for your level checkpoints to feel precious, and it had limited continues.
- Variation: Prince of Persia gives you infinite lives, but a limited amount of time to complete the game, and the timer does not reset when Death restarts you at the beginning of the current level. However, you can get your time back as well simply by saving at the start of every level and reloading whenever you die.
- In the PSP game Prinny: Can I Really Be the Hero?, your character starts with 1,000 lives and the game consists of 10 levels. The game can be pretty hard at times, but you won't ever expend the 1,000 lives you start with, with most people losing somewhere between 100 and 300 over the course of the entire game.
- Speak for yourself, dood! Seriously though, the game also allows you to learn an ability that allows you to attack enemies with your life stock (That is to say, launching the other Prinnies at them).
- Crash Bandicoot
- Lives are not quite as meaningless in the original Crash Bandicoot (1996) as they are in future installments. Loading the game or using a password resets your lives to 5, and 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.
- From Crash Bandicoot 2: Cortex Strikes Back onward, most levels have a bonus section that will usually give you somewhere around 2 lives for successful completion. Besides that, the games begin saving your life count, so if you lose more lives than you care to, you can reload your game and try again. So long as you save regularly, Game Overs are inconsequential.
- The first Ty the Tasmanian Tiger game was pretty fond of this. Sure, lives weren't exactly dotted around like raindrops, but they were juuust frequent enough (that combined with the lax difficulty), that you were never really in any danger at all.
- Glover. Oh Lord, Glover. See, there was a cheat that turned you into a frog. In the hub, there were insects flying around. Eating them as a frog gained you an extra life. And they respawned. It's possible to break the life counter - it starts showing powers, then gives up and letters and symbols appear instead. In essence, you had infinite lives.
- You didn't even need the frog code. If you were doing card runs, you'd start racking up obscene amounts of lives anyway, and you'd break the life counter about halfway through the game.
- Jazz Jackrabbit 1 would reset everything (lives included) when a game was loaded and also if you selected 'continue' after game over.
- Commander Keen invokes this trope starting with Keen Dreams (episode 3.5), which introduced the ability to save your game anywhere and 1UP pickups to the series. The first three episodes only allowed saving on the map and only gave you extra lives every 20000 points. Being able to save your exact progress anywhere in the second half of the series rather rendered the three methods of getting extra lives meaningless, unless you were trying to play the whole game without saving. For the record, the methods were every 10000*2^N points, a 1UP pickup, and collect-100-for-a-life pickups (the latter being introduced in episode 4).
- Star Fox Adventures not only has more extra lives than you need, but there are more lives available than you can carry (once you buy the holder, the maximum is ten). Aside from maybe one difficult sequence where slow reflexes may cost you a couple of lives, you're not going to be going long enough between finding health to lose more than two or three lives over the course of the whole game, even on your first play through.
- R-Type Dimensions offers an "Infinite Mode" in which you have infinite lives and respawn in place (contrary to every other R-Type game in existence, save for R-Type Leo)...but you have a life counter that goes up every time you die, and the object is to complete the game with as few deaths as possible.
- Averted in MediEvil, where your "lives" are Life Bottles - extra life bars. Dying causes you to empty one, and if your health bar is full when you get a health pick-up, it overflows into any empty Life Bottles. Kind of like a succession of renewable Zelda fairy bottles, the reserve tanks from Super Metroid, or the sub-tanks from Mega Man X, Zero, and ZX.
- Older Than They Think: The NES version of Section Z gives you three lives every time you begin the game. You lose a life and five energy points every time you physically touch an enemy, forcing you to restart the current section. However, losing all your lives does nothing other than resetting your score, since you'll always restart from the same section no matter what. Thus, the only way to truly "lose" is to run out of energy, which happens every time you're hit by enemy bullets: in such cases, you simply warp back to the very first section of your current stage.
- The Famicom version was actually released for the Disk System and thus had a save feature. Losing every life and getting a Game Over is the only way the game prompts the player whether he wants to continue or save his progress to resume another time.
- RayCrisis's Special Mode drops so many extra life pickups, you practically have unlimited 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 Game Over trying to get a high score.
- The LEGO Adaptation Game series found a nice balance with this. The consequence of dying was respawning right where you died and losing a tenth of your studs, making death a 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 100% Completion.
- Monster Bash may not save your exact location in a level, but it still invokes this trope via the easy-to-remember cheat code in the registered version for full lives. Of course, considering the Difficulty Spike in the registered episodes, anyone who has finished this game will almost certainly have used the cheat a few times. Especially on the swamp levels in episode 3.
- Spyro the Dragon 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...
- Street Fighter 2010 has unlimited continues that takes you the same exact stage where you died, which is no different from losing a single life. The game doesn't even have a scoring system to reset.
- Wolfenstein 3D likewise has lives, 1-up pickups, and score that gives you lives in a First-Person Shooter where you can save at any point. Apparently, Id Software needed time to shake off the platform game conventions while working on the predecessor of today's FPSs.
- Serious Sam 2, a First-Person Shooter, released in 2005, that you can have as many saves at any moment as you want in, has lives. Possibly as part of its Denser and Wackier theme that also harkens back to the old console games of yore. Still a rather pointless feature.
- The GBC version of Donald Duck: Goin' Qu@ckers rewards you with one life per 20 blue pegs collected as well as one per... well... "Donald". By the end of the game, you're likely to have stocked up on roughly 90-99 lives, making a desperate chase for more quite redundant.
- There's no punishment at all for running out of Lives in Kirby Super Star. The score isn't even reset.
- In the Metal Slug games, the player character respawns immediately after dying, even if you needed to use a continue. You respawn with 10 grenades, which are rarely found otherwise, and continuing drops a Machine Gun powerup, making suicide a viable tactic against some bosses. Console releases generally have infinite continues available, with the game displaying how many were used on the ending screen. The only penalty for dying is losing credit for rescued prisoners.
- In NES game The Bugs Bunny Birthday Blowout, 1-ups are very plentiful, and if you run out of lives, you are sent back to the title screen, but can continue playing where you left off. So this is possibly one of the biggest examples of truly meaningless lives in all of video games.
- Rise of the Triad gave players an extra life whenever they collected 100 "life items". Each life let the player restart the level from the beginning with the default pistol... or they could take advantage of the save/quicksave feature and reload one of their savegames from before they died, preventing them from having to replay the level and letting them keep all their other guns. The only other use for lives and life items was the score bonus for collecting them.
- Zig-Zagged in 1001 Spikes. You go from being confident when realising you have 1001 Lives, to realizing you don't nearly have enough, to the glee from the huge amount of 1ups you get from completing a chapter, to Ultimately discovering due to the lack of checkpoints in levels, all a game over does is waste 20 seconds of your time.
- I Am Alive has "retries," which are theoretically expended each time you die. But the game also has bountiful checkpoints, where your supplies (including retries) are recorded and saved.
- Though it's health instead of lives, early in Hack 'N' Slash, one can obtain an artifact that allows the player to get an infinite number of health increases, bringing their max HP as high as they like. In a subversion, this is only a minimal help; the late-game enemies and traps either explicitly deal infinite damage or bypass HP completely.
- The first Rogue Squadron game has a variation in which the player has three lives which are shared between missions, and can lose one if they fail a mission (in addition to dying, which is the usual way to lose one). But failing a mission is the same as a Game Over (since you have to start from the beginning either way), and even if you 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 do away with this system and give you three lives which refresh after each mission, as well as an instant game over for mission failure.
- Lampshaded in The Simpsons Game. 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?!?"
- Freedom Planet 2 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 Last Chance Hit Point 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".