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* The classic ''Franchise/SonicTheHedgehog'' series awarded extra lives for collecting 100 & 200 rings (but not 300+; later games where it was possible to collect that many rings would fix that), plus (starting with the Japanese version of ''VideoGame/SonicTheHedgehog1'' when played on a Japanese Mega Drive) an extra life every 50,000 points (and, in ''Sonic 2'', a continue for earning over 10,000 points in bonuses in a single level).

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* The classic ''Franchise/SonicTheHedgehog'' series awarded extra lives for collecting 100 & 200 rings (but not 300+; later games where it was possible to collect that many rings would fix that), plus (starting with the Japanese version of ''VideoGame/SonicTheHedgehog1'' when played on a Japanese Mega Drive) an extra life every 50,000 points (and, in ''Sonic 2'', a continue for earning over 10,000 points in bonuses in a single level).level [Sonic Mania has it where you can get continues either by getting to the bonus Mach speed in a special stage, or getting over 10,000 points in the pinball bonus stage]).
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Usually in games, the goal is to have the most points, in order to win. Yet when a game [[EndlessGame can go on indefinitely]], the goal is to get as many points as possible. This likely started with {{pinball}}, but is more famous for VideoGames, particularly [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]] video games and puzzle games like ''VideoGame/{{Tetris}}''.

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Usually in games, the goal is to have the most points, in order to win. Yet when a game [[EndlessGame can go on indefinitely]], the goal is to get as many points as possible. This likely started with {{pinball}}, but is more famous for VideoGames, particularly [[UsefulNotes/TheGoldenAgeOfVideoGames [[MediaNotes/TheGoldenAgeOfVideoGames Golden Age]] video games and puzzle games like ''VideoGame/{{Tetris}}''.
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* ''Ghost Pilots'' for the UsefulNotes/NeoGeo awards an extra ship at 30,000 points and every 80,000 points after that.
* ''Guardic'' for the UsefulNotes/{{MSX}} gives an extra Guardic every 20,000 points. The jingle that plays when you get this is not the OneUp jingle familiar from other Creator/{{Compile}} games.

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* ''Ghost Pilots'' for the UsefulNotes/NeoGeo Platform/NeoGeo awards an extra ship at 30,000 points and every 80,000 points after that.
* ''Guardic'' for the UsefulNotes/{{MSX}} Platform/{{MSX}} gives an extra Guardic every 20,000 points. The jingle that plays when you get this is not the OneUp jingle familiar from other Creator/{{Compile}} games.



* ''UsefulNotes/GameAndWatch'' games would often reward you with EXTENDED PLAY by clearing your misses at certain score levels - if you had no misses at that point, you'd instead enter CHANCE TIME (earn double points until you did miss). Also, if the game consisted of action that constantly sped up, it would usually slow down at certain intervals.
* UsefulNotes/AtariST game ''VideoGame/TimeBandit'' (unrelated to the movie) starts you off with 15 lives, and you get another every 1000 points. However, your number of lives is capped at 16. You go through them ''fast''.

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* ''UsefulNotes/GameAndWatch'' ''Platform/GameAndWatch'' games would often reward you with EXTENDED PLAY by clearing your misses at certain score levels - if you had no misses at that point, you'd instead enter CHANCE TIME (earn double points until you did miss). Also, if the game consisted of action that constantly sped up, it would usually slow down at certain intervals.
* UsefulNotes/AtariST Platform/AtariST game ''VideoGame/TimeBandit'' (unrelated to the movie) starts you off with 15 lives, and you get another every 1000 points. However, your number of lives is capped at 16. You go through them ''fast''.



* ''Beat 'Em & Eat 'Em'', the pornographic UsefulNotes/Atari2600 game, gave an extra life for every 69 points.

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* ''Beat 'Em & Eat 'Em'', the pornographic UsefulNotes/Atari2600 Platform/Atari2600 game, gave an extra life for every 69 points.
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* ''VideoGame/PowerPete'': Collecting 201 jawbreakers (gained via killing bad toys) in a level will earn the player an extra health point, up to a total of eight, though they still have to be refilled manually. Collecting a certain amount will also earn the player an extra life.
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* The original ''VideoGame/FZero'' in GP Mode gives you points every time you advance a lap based on your position and the lap number. Every 10,000 points, you get an extra chance to retry.

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* The original ''VideoGame/FZero'' ''VideoGame/FZero1990'' in GP Mode gives you points every time you advance a lap based on your position and the lap number. Every 10,000 points, you get an extra chance to retry.
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Null editing to fix a glitch
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* In ''VideoGame/WonderBoyInMonsterLand'', you earn an extra HeartContainer every several thousand points. You're gonna need them, because of the timed health drain, and once you reach the final stage in the arcade version you can no longer use continues.

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* In ''VideoGame/WonderBoyInMonsterLand'', you earn an extra HeartContainer every several thousand points. You're gonna need them, them if you wanna stand a chance against later bosses, because of the timed health drain, and once you reach the final stage in the arcade version you can no longer use continues.

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* The classic ''VideoGame/SonicTheHedgehog'' series awarded extra lives for collecting 100 & 200 rings (but not 300+; later games where it was possible to collect that many rings would fix that), plus (starting with the Japanese version of ''VideoGame/SonicTheHedgehog1'' when played on a Japanese Mega Drive) an extra life every 50,000 points (and, in ''Sonic 2'', a continue for earning over 10,000 points in bonuses in a single level).

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* The classic ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series awarded extra lives for collecting 100 & 200 rings (but not 300+; later games where it was possible to collect that many rings would fix that), plus (starting with the Japanese version of ''VideoGame/SonicTheHedgehog1'' when played on a Japanese Mega Drive) an extra life every 50,000 points (and, in ''Sonic 2'', a continue for earning over 10,000 points in bonuses in a single level).



* Some ''Franchise/TouhouProject'' games do this. Rarely evenly spaced though, given that scores tend to snowball.

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* Some ''Franchise/TouhouProject'' ''Franchise/TouhouProject'':
** ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'' has score extends at 10, 20, 40 and 60 million points. It's easy to get all of these without going out of one's way to score; a typical "survival" one-credit clear will score about 100 million.
** ''VideoGame/TouhouFuujinrokuMountainOfFaith'' has score extends at 20, 40, 80 and 150 million. Again, most runs that get to the end at all will have no trouble getting all of these.
** ''VideoGame/TouhouTenkuushouHiddenStarInFourSeasons'' features the return of score extends after a long run of
games do this. Rarely evenly spaced though, given that scores tend without them. This time, there are ''ten'' score extends going up to snowball.''1000 million'' points, so you really have to know your way around this game's scoring gimmick in order to earn the last couple.
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* ''VideoGame/SilverSurfer'' gives you an extra life every 100,000 points.

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* ''VideoGame/SilverSurfer'' ''VideoGame/SilverSurfer1990'' gives you an extra life every 100,000 points.



** In the original ''VideoGame/StarFox'', scoring 10,000, 30,000 and 50,000 points earns you chances to continue playing should your game be over by losing all your lives!

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** In the original ''VideoGame/StarFox'', ''VideoGame/StarFox1'', scoring 10,000, 30,000 and 50,000 points earns you chances to continue playing should your game be over by losing all your lives!
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Usually in games, the goal is to have the most points, in order to win. Yet when a game [[EndlessGame can go on indefinitely]], the goal is to get as many points as possible. This likely started with {{pinball}}, but is more famous for VideoGames, particularly [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]] video games and puzzle games like VideoGame/{{Tetris}}.

to:

Usually in games, the goal is to have the most points, in order to win. Yet when a game [[EndlessGame can go on indefinitely]], the goal is to get as many points as possible. This likely started with {{pinball}}, but is more famous for VideoGames, particularly [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]] video games and puzzle games like VideoGame/{{Tetris}}.
''VideoGame/{{Tetris}}''.



* Some ''VideoGame/{{Touhou}}'' games do this. Rarely evenly spaced though, given that scores tend to snowball.

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* Some ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' games do this. Rarely evenly spaced though, given that scores tend to snowball.
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** For every 100,000 points you score in ''VideoGame/SuperMarioLand'', you'll be given a chance to continue should your game be over by losing all your lives!

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** For every 100,000 points you score in ''VideoGame/SuperMarioLand'', you'll be given a chance to continue playing should your game be over by losing all your lives!



** In the original ''VideoGame/StarFox'', scoring 10,000, 30,000 and 50,000 points earns you chances to continue should your game be over by losing all your lives!

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** In the original ''VideoGame/StarFox'', scoring 10,000, 30,000 and 50,000 points earns you chances to continue playing should your game be over by losing all your lives!

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Crosswicking


** The same happens in ''VideoGame/DragonNest''.

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** %%* The same happens in ''VideoGame/DragonNest''.
''VideoGame/DragonNest''.

[[AC:PartyGame]]
* ''VideoGame/MarioPartyTheTop100'': In Minigame Island mode, players will receive an extra life for every 100 coins they collect.



* The early ''Franchise/{{Castlevania}}'' games tended to follow the same pattern: on [[VideoGame/CastlevaniaI the first NES game]] you'd get your first extra life at 30,000 points and each subsequent extra life for every 50,000 points afterward. The game had a ton of hidden treasures worth a lot of points to help you in this task, including one before you even enter the castle, and one level even contained a hidden 1-Up.
** ''VideoGame/SuperCastlevaniaIV'' had you gain a life at 20,000, 50,000 and every 50,000 points after that.

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* The early ''Franchise/{{Castlevania}}'' games tended to follow the same pattern: on [[VideoGame/CastlevaniaI the first NES game]] you'd get your first extra life at 30,000 points and each subsequent extra life for every 50,000 points afterward. The game had a ton of hidden treasures worth a lot of points to help you in this task, including one before you even enter the castle, and one level even contained a hidden 1-Up.
**
1-Up. ''VideoGame/SuperCastlevaniaIV'' had you gain a life at 20,000, 50,000 and every 50,000 points after that.
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* ''Franchise/StarFox''
** In the original ''VideoGame/StarFox'', scoring 10,000, 30,000 and 50,000 points earns you chances to continue should your game be over by losing all your lives.

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* ''Franchise/StarFox''
''Franchise/StarFox'':
** In the original ''VideoGame/StarFox'', scoring 10,000, 30,000 and 50,000 points earns you chances to continue should your game be over by losing all your lives.lives!

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* When you reach certain score intervals in the original ''VideoGame/StarFox'', you'll be rewarded with a chance to continue should your game be over by losing all your lives; up to a maximum of 3!

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* When you reach certain score intervals in ''Franchise/StarFox''
** In
the original ''VideoGame/StarFox'', you'll be rewarded with a chance scoring 10,000, 30,000 and 50,000 points earns you chances to continue should your game be over by losing all your lives; up to a maximum of 3!lives.
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* * ''VideoGame/ElevatorAction'': Some games reward the player with extra life once certain score is reached. In the original, it is 10000 points.

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* * ''VideoGame/ElevatorAction'': Some games reward the player with extra life once certain score is reached. In the original, it is 10000 points.
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* * ''VideoGame/ElevatorAction'': Some games reward the player with extra life once certain score is reached. In the original, it is 10000 points.
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* ''WesternAnimation/WreckItRalph'': In his game, Felix earns a new life every 25,000 points, according to the Flash version.
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* {{Pinball}} machines in general use this to its fullest potential. Every modern machine will display a value which awards a free game to the player once it is surpassed, and most will also award additional games for earning enough points to appear on the high score list. These are signified by a loud knock from inside the machine, using an aptly-named solenoid called a "knocker," an artifact from before pre-recorded audio (and thus was the only good way to alert the player to something). Newer games can also be set to give out extra balls for points as well, making it a straighter example of this trope. (Pinball 2000 used that as the default settings.) Whereas video game makers refer to them as "extends," as seen at the description up top, pinball people call them "replays."

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* {{Pinball}} machines in general use this to its fullest potential. Every modern machine will display a value which awards a free game to the player once it is surpassed, and most will also award additional games for earning enough points to appear on the high score list. These are signified by a loud knock from inside the machine, using an aptly-named solenoid called a "knocker," an artifact from before pre-recorded audio (and thus was the only good way to alert the player to something). Extra balls can be earned by making indicated shots once certain conditions are satisfied (hit a shot a given number of times, complete a particular mode, etc.). Newer games can also be set to give out extra balls for points as well, making it a straighter example of this trope. (Pinball 2000 used that as the default settings.) Whereas video game makers refer to them as "extends," as seen at the description up top, pinball people call them "replays."
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* The early ''Franchise/{{Castlevania}}'' games tended to follow the same pattern: on [[VideoGame/CastlevaniaI the first NES game]] you'd get your first extra life at 30,000 points and each subsequent extra life for every 50,000 points afterward. The game had a ton of hidden treasures worth a lot of points to help you in this task, including one before you even enter the castle.

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* The early ''Franchise/{{Castlevania}}'' games tended to follow the same pattern: on [[VideoGame/CastlevaniaI the first NES game]] you'd get your first extra life at 30,000 points and each subsequent extra life for every 50,000 points afterward. The game had a ton of hidden treasures worth a lot of points to help you in this task, including one before you even enter the castle.castle, and one level even contained a hidden 1-Up.



** In ''VideoGame/SuperMarioBros3'', obtaining 80,000 points causes an "N-Spade" to appear on the world map, which leads to a matching-card game where you can earn power-ups and extra lives.

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** In ''VideoGame/SuperMarioBros3'', obtaining 80,000 points causes an "N-Spade" to appear on the world map, which leads to a matching-card game where you can earn power-ups and extra lives. Spade panels allow you to play a slot-machine game that can award up to five extra lives at a time.
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* ''VideoGame/ChaosField'' by default gives shield extends for the first 8,000,000 points then 20,000,000,000 afterwards. Its console ports feature other extend options.
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Added an example from the work page.



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* ''VideoGame/CradleSeries'': You get an extra life every 20,000 points.
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Added something.


* In pokemon.com, games will give you a trainer token after 5,000 points, the first time you reach it under an account, that is, then it sticks to this rule like glue, all games except puzzles apply.

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* In pokemon.On Franchise/{{pokemon}}.com, games will give you a trainer token after 5,000 points, the first time you reach it under an account, that is, then it sticks to this rule like glue, all games except puzzles apply.



* In ''VideoGame/CrashOfTheTitans'', you get an extra life for every 25.000 mojo you collect.

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* In ''VideoGame/CrashOfTheTitans'', you get an extra life for every 25.000 25,000 mojo you collect.




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* ''VideoGame/SixTwoFiveSandwichStacker'' removes one bar from the "ick-meter" at every 1,000 points, provided there are one or two bars in it.
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* ''VideoGame/ZeroRanger'' hands out extra lives quite generously, and indicates when the next extend comes via the score counter going from orange to vanilla (the base threshold being 8000). Extends take more points to gain the higher the player's lives count is.
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* ''VideoGame/TimeBandit'' gives you 15 lives to start (capped at 16), and you get another every 1,000 points. It's still not enough.
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* UsefulNotes/AtariST game ''Time Bandit'' (unrelated to the movie) starts you off with about 20 lives. And you get another every 1000 points. You go through them ''fast''.

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* UsefulNotes/AtariST game ''Time Bandit'' ''VideoGame/TimeBandit'' (unrelated to the movie) starts you off with about 20 lives. And 15 lives, and you get another every 1000 points. However, your number of lives is capped at 16. You go through them ''fast''.

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