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* ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.

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* ''VideoGame/JerseyDevil'' ''VideoGame/{{Jersey Devil|1997}}'' gives you an extra life for every 100 Pumpkins you collect.

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[[AC:AnimeAndManga]]

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[[AC:AnimeAndManga]][[folder:AnimeAndManga]]




[[AC:{{Pinball}}]]

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\n[[AC:{{Pinball}}]][[/folder]]

[[folder:{{Pinball}}]]




[[AC:VideoGames]]
* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you an additional life. {{Averted}} with defeated enemies - you gain access to a bonus level after defeating only 50 of them.
* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 notes on each level that reset themselves if you die or leave the world. Collecting all of them on one run gets you an extra life.

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\n[[AC:VideoGames]]\n* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you an additional life. {{Averted}} with defeated enemies - you gain access to a bonus level after defeating only 50 of them.\n* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 notes on each level that reset themselves if you die or leave the world. Collecting all of them on one run gets you an extra life.[[/folder]]

[[folder:VideoGames]]

[[AC:Action]]



* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.
* ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduce the amount required to 100.

[[AC:ActionAdventure]]
* ''VideoGame/{{Shadowman}}'' has the Cadeux, 100 of which can be traded for a life bar extension.

[[AC:Adventure]]



* In the ''Disney/ABugsLife'' LicensedGame, collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).

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[[AC:EasternRPG]]
* In ''VideoGame/PaperMario'', enemies drop star points (equivalent to experience points) which gave Mario a level up for getting 100.

[[AC:FirstPersonShooter]]
* A rare FirstPersonShooter example,
the ''Disney/ABugsLife'' LicensedGame, original ''VideoGame/RiseOfTheTriad'' has ankh coins, with some of them worth 5, 10 or 25 ankh coins.
* The early ''VideoGame/{{Turok}}'' games have little collectible diamonds that get you a life each time you collect 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') count for 10, while the yellows count for 1.
** In ''Turok 3'', you get unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there are only 100 in each level, which means your Life Bar top out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing.

[[AC:Platformer]]
* In ''VideoGame/TheAdventuresOfLomax'',
collecting all 50 pieces of corn in every 100 coins gives you an additional life. {{Averted}} with defeated enemies - you gain access to a bonus level fully restores the health meter, after defeating only 50 of them.
* In ''VideoGame/AladdinCapcom'', Aladdin collects gems. 100 emeralds will get you a spin on Genie's wheel (good for extra lives, continues). Rubies are worth multiple emeralds,
and collecting enough of them unlocks different credit sequences.
* Made more difficult in ''VideoGame/BanjoKazooie'', which has 100 notes on each level that reset themselves if you die or leave the world. Collecting
all the letters of Flik's name grants them on one run gets you an extra life (maximum 9).life.



* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.



* In the NES ''Felix The Cat'' game, collecting 100 disembodied Felix heads will grant you an extra life.



* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion has 100 hidden packages to find. This doesn't gain you extra lives, but each batch of 10 cause an extra weapon spawn point at your hideouts.



* ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.
* In ''Karnov'', collecting 50 K symbols gives the title character an extra life. ''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra life for collecting 20 K symbols, though "Oscar" doesn't start with a K.



* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.
* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gain lives are altered to more closely match the rate at which you get point items.
* ''VideoGame/NinjaSenki'' has coins... but they're only valuable because collecting them gives you 10 points, and a 1000 points either equates a lifebar refill or (if the lifebar is already full), an extra life. These points are also obtained by defeating enemies, so coins themselves aren't quite as valuable.
* In ''VideoGame/PaperMario'', enemies drop star points (equivalent to experience points) which gave Mario a level up for getting 100.



* A rare FirstPersonShooter example, the original ''VideoGame/RiseOfTheTriad'' has ankh coins, with some of them worth 5, 10 or 25 ankh coins.
* ''VideoGame/{{Shadowman}}'' has the Cadeux, 100 of which can be traded for a life bar extension.
* Standard coins in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it works a bit differently. If you have no "charm" (protects your OneHitPointWonder character from a single hit), it gives you one. If you already have one, it gives you another. If you already have two, then you get an extra life, as two are the maximum. If you already have 99 lives and two charms, then the "coin" counter won't progress past 99. This is rather useful, so that if you take a hit, you can collect a single (very common) coin and be back to two charms.
* The rings in the ''Franchise/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
*** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Sonic Heroes is an exception, it is entirely possible to max out your ring count at 999 in the second enemy swarm boss with Team Chaotix, and '''get 9 extra lives from it!'''
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors''[[note]]In [[UsefulNotes/NintendoDS both]] [[UsefulNotes/{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/note]], ''ShadowTheHedgehog''[[note]]Instead, you get extra lives for having 100 or more rings when you touch a checkpoint.[[/note]], the SonicStorybookSeries titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/note]] and the UsefulNotes/NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[note]]Which instead have the extra lives in the [[OptionalMission Gaia Gates]][[/note]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by collecting 100, taking damage, and collecting 100 again) will not award a second extra life. Same for collecting 200 rings.
*** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on a life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings.
*** In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.
* ''Speedy Gonzales: Los Gatos Bandidos'' and ''Speedy Gonzales: Aztec Adventure'' give Speedy an extra life for every 100 pieces of cheese collected.
* ''Super Magnetic Neo'' gives Neo an extra life for every 100 Zebi he collects.



* In ''VideoGame/SuperMonkeyBall'', collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In Super Monkey Ball 2's story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so extra lives don't really matter.
* In ''TetrisTheGrandMaster'', you advance to a new section every 100 levels. "Levels" being pieces dropped + lines cleared, up to level x99, at which point you need to clear a line to continue leveling up.
* The early ''VideoGame/{{Turok}}'' games have little collectible diamonds that get you a life each time you collect 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') count for 10, while the yellows count for 1.
** In ''Turok 3'', you get unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there are only 100 in each level, which means your Life Bar top out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduce the amount required to 100.
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing.
* In ''VideoGame/ViceProjectDoom'', 100 coins gets you an extra life.
* In ''VideoGame/WarningForever'''s 3 Lives mode, destroying 100 boss parts grants an extra life. Interestingly, the parts destroyed aren't part of a separate counter; rather, your life counter has two significant digits (i.e. "3.00" lives instead of "3"), so destroying a part increases your lives by 0.01.



* In ''VideoGame/AladdinCapcom'', Aladdin collects gems. 100 emeralds will get you a spin on Genie's wheel (good for extra lives, continues). Rubies are worth multiple emeralds, and collecting enough of them unlocks different credit sequences.

to:


[[AC:ShootEmUp]]
* In ''VideoGame/AladdinCapcom'', Aladdin collects gems. 100 emeralds will get ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you a spin on Genie's wheel (good for an extra lives, continues). Rubies life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gain lives are worth multiple emeralds, altered to more closely match the rate at which you get point items.
* In ''VideoGame/WarningForever'''s 3 Lives mode, destroying 100 boss parts grants an extra life. Interestingly, the parts destroyed aren't part of a separate counter; rather, your life counter has two significant digits (i.e. "3.00" lives instead of "3"), so destroying a part increases your lives by 0.01.

[[AC:Unsorted]]
* In the ''Disney/ABugsLife'' LicensedGame, collecting all 50 pieces of corn in every level fully restores the health meter,
and collecting enough all the letters of Flik's name grants an extra life (maximum 9).
* ''VideoGame/DonkeyKongCountry'' games have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which doesn't use bananas for lives (the game doesn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.
* In the NES ''Felix The Cat'' game, collecting 100 disembodied Felix heads will grant you an extra life.
* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion has 100 hidden packages to find. This doesn't gain you extra lives, but each batch of 10 cause an extra weapon spawn point at your hideouts.
* ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.
* In ''Karnov'', collecting 50 K symbols gives the title character an extra life. ''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra life for collecting 20 K symbols, though "Oscar" doesn't start with a K.
* ''VideoGame/NinjaSenki'' has coins... but they're only valuable because collecting
them unlocks different credit sequences.gives you 10 points, and a 1000 points either equates a lifebar refill or (if the lifebar is already full), an extra life. These points are also obtained by defeating enemies, so coins themselves aren't quite as valuable.
* Standard coins in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it works a bit differently. If you have no "charm" (protects your OneHitPointWonder character from a single hit), it gives you one. If you already have one, it gives you another. If you already have two, then you get an extra life, as two are the maximum. If you already have 99 lives and two charms, then the "coin" counter won't progress past 99. This is rather useful, so that if you take a hit, you can collect a single (very common) coin and be back to two charms.
* The rings in the ''Franchise/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
*** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Sonic Heroes is an exception, it is entirely possible to max out your ring count at 999 in the second enemy swarm boss with Team Chaotix, and '''get 9 extra lives from it!'''
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors''[[note]]In [[UsefulNotes/NintendoDS both]] [[UsefulNotes/{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/note]], ''ShadowTheHedgehog''[[note]]Instead, you get extra lives for having 100 or more rings when you touch a checkpoint.[[/note]], the SonicStorybookSeries titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/note]] and the UsefulNotes/NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[note]]Which instead have the extra lives in the [[OptionalMission Gaia Gates]][[/note]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by collecting 100, taking damage, and collecting 100 again) will not award a second extra life. Same for collecting 200 rings.
*** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on a life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings.
*** In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.
* ''Speedy Gonzales: Los Gatos Bandidos'' and ''Speedy Gonzales: Aztec Adventure'' give Speedy an extra life for every 100 pieces of cheese collected.
* ''Super Magnetic Neo'' gives Neo an extra life for every 100 Zebi he collects.
* In ''VideoGame/SuperMonkeyBall'', collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In Super Monkey Ball 2's story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so extra lives don't really matter.
* In ''TetrisTheGrandMaster'', you advance to a new section every 100 levels. "Levels" being pieces dropped + lines cleared, up to level x99, at which point you need to clear a line to continue leveling up.
* In ''VideoGame/ViceProjectDoom'', 100 coins gets you an extra life.
[[/folder]]
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* In ''VideoGame/AladdinCapcom'', Aladdin collects gems. 100 emeralds will get you a spin on Genie's wheel (good for extra lives, continues). Rubies are worth multiple emeralds, and collecting enough of them unlocks different credit sequences.
Is there an issue? Send a MessageReason:
None


* A few ''VideoGame/{{Kirby}}'' games do this with stars. ''Kirby's Dream Land 2'' requires a mere seven, ''Kirby's Dream Land 3'' and ''Kirby 64'' bump this up to thirty, and ''Kirby's Return to Dream Land'' finally gets to one hundred.

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* A few ''VideoGame/{{Kirby}}'' games do this with stars. ''Kirby's Dream Land 2'' requires a mere seven, ''Kirby's Dream Land 3'' and ''Kirby 64'' ''VideoGame/Kirby64TheCrystalShards'' bump this up to thirty, and ''Kirby's Return to Dream Land'' ''VideoGame/KirbysReturnToDreamLand'' finally gets to one hundred.

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* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you an additional life. {{Averted}} with defeated enemies - you gain access to a bonus level after defeating only 50 of them.



* ''VideoGame/{{Bug}}!'' has crystals. Getting 100 of them doesn't net you an extra life, but you need to collect 100 in each act if you want to play the bonus level (for an extra continue).
* DSi game ''Castle of Magic'' has an especially difficult system. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you have less than 10 to begin with.) Get 100 diamonds, though, and you get an extra life, but all your diamonds vanish. You do the math from there.

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* ''VideoGame/{{Bug}}!'' ''VideoGame/{{Bug}}'' has crystals. Getting 100 of them doesn't net you an extra life, but you need to collect 100 in each act if you want to play the bonus level (for an extra continue).
* DSi game ''Castle In the ''Disney/ABugsLife'' LicensedGame, collecting all 50 pieces of Magic'' corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
* ''VideoGame/CastleOfMagic''
has an especially difficult system. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you have less than 10 to begin with.) Get 100 diamonds, though, and you get an extra life, but all your diamonds vanish. You do the math from there.



* In ''FancyPantsAdventures'', not only do Squiggles heal lost health, collecting 100 of them gets Fancy Pants Man an extra life.

to:

* In ''FancyPantsAdventures'', ''VideoGame/FancyPantsAdventures'', not only do Squiggles heal lost health, collecting 100 of them gets Fancy Pants Man an extra life.



* The TurboGrafx16 version of ''VideoGame/JackieChansActionKungFu'' has orbs to collect from defeated enemies. Collecting 100 of them will completely restore life and [[KamehameHadoken Kamehame Hadokens]]. The NES version (which is a shorter game) requires only 30.

to:

* The TurboGrafx16 version of ''VideoGame/JackieChansActionKungFu'' has orbs to collect from defeated enemies. Collecting 100 of them will completely restore life and [[KamehameHadoken Kamehame Hadokens]]. {{Kamehame Hadoken}}s. The NES version (which is a shorter game) requires only 30.30.
* ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.



* Same goes to ''Wacky Races'' NES game, but with huge gemstones with a brilliant cut.
* The ''Disney/ABugsLife'' collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you an additional life. {{Averted}} with defeated enemies - you gain access to a bonus level after defeating only 50 of them.
* ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.

to:

* Same goes to ''Wacky Races'' NES game, but with huge gemstones with a brilliant cut.
* The ''Disney/ABugsLife'' collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you an additional life. {{Averted}} with defeated enemies - you gain access to a bonus level after defeating only 50 of them.
* ''VideoGame/JerseyDevil'' gives you
the ''WesternAnimation/WackyRaces'' PlatformGame for the NES, Muttley gets an extra life for every 100 Pumpkins you collect.diamonds collected.
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to:

* ''VideoGame/JerseyDevil'' gives you an extra life for every 100 Pumpkins you collect.
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[[AC:{{Pinball}}]]
* In ''Pinball/{{Congo}},'' collecting 100 diamonds activates the Super Multiball WizardMode.
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* ''Super Magnetic Neo'' gives Neo an extra life for every 100 Zebi he collects.
Is there an issue? Send a MessageReason:
None


*** ''VideoGame/SonicColors''[[note]]In [[NintendoDS both]] [[{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/note]], ''ShadowTheHedgehog''[[note]]Instead, you get extra lives for having 100 or more rings when you touch a checkpoint.[[/note]], the SonicStorybookSeries titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/note]] and the NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[note]]Which instead have the extra lives in the [[OptionalMission Gaia Gates]][[/note]] do not give you a one-up upon getting 100 rings.

to:

*** ''VideoGame/SonicColors''[[note]]In [[NintendoDS [[UsefulNotes/NintendoDS both]] [[{{Wii}} [[UsefulNotes/{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/note]], ''ShadowTheHedgehog''[[note]]Instead, you get extra lives for having 100 or more rings when you touch a checkpoint.[[/note]], the SonicStorybookSeries titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/note]] and the NintendoWii UsefulNotes/NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[note]]Which instead have the extra lives in the [[OptionalMission Gaia Gates]][[/note]] do not give you a one-up upon getting 100 rings.
Is there an issue? Send a MessageReason:
None


* A rare first-person shooter example, the original ''RiseOfTheTriad'' has ankh coins, with some of them worth 5, 10 or 25 ankh coins.
* ''{{Shadowman}}'' has the Cadeux, 100 of which can be traded for a life bar extension.

to:

* A rare first-person shooter FirstPersonShooter example, the original ''RiseOfTheTriad'' ''VideoGame/RiseOfTheTriad'' has ankh coins, with some of them worth 5, 10 or 25 ankh coins.
* ''{{Shadowman}}'' ''VideoGame/{{Shadowman}}'' has the Cadeux, 100 of which can be traded for a life bar extension.



* ''Speedy Gonzales: Los Gatos Bandidos'' features wheels of Limburger cheese that give you an extra life for each 100 you collect.

to:

* ''Speedy Gonzales: Los Gatos Bandidos'' features wheels of Limburger cheese that and ''Speedy Gonzales: Aztec Adventure'' give you Speedy an extra life for each every 100 you collect.pieces of cheese collected.
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* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you additional life, and defeating 100 enemies gives you access to a bonus level.

to:

* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you an additional life, and defeating 100 life. {{Averted}} with defeated enemies gives - you gain access to a bonus level.
level after defeating only 50 of them.
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to:

* In ''VideoGame/TheAdventuresOfLomax'', collecting 100 coins gives you additional life, and defeating 100 enemies gives you access to a bonus level.
Is there an issue? Send a MessageReason:
None


* The ''[[Disney/ABugsLife]]'' collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).

to:

* The ''[[Disney/ABugsLife]]'' ''Disney/ABugsLife'' collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
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to:

* The ''[[Disney/ABugsLife]]'' collecting all 50 pieces of corn in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).

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Zapping past-tense wording. It seems like someone believes nobody plays these games anymore, or that somehow the trope no longer applies for them. It\'s very irritating


* Made more difficult in ''VideoGame/BanjoKazooie'', which had 100 notes on each level that reset themselves if you died or left the world. Collecting all of them on one run got you an extra life.
** In ''BanjoTooie'', they were used to buy/learn new moves, but you only had to pick them up once.
** In ''Banjo-Kazooie: Nuts & Bolts'', they're used as currency, buying parts and blueprints, locker combinations for crate rewards, and hints for Stop N Swop items from Bottles. You can even bribe the police to leave you alone for a set time, no matter what you do that's considered breaking the law. However, after getting everything, you have two notes left over, meaning you can only get the police to leave you alone for about twenty seconds total. Assuming you don't get the DLC, and then blow all that on Police Bribery.
* ''{{Bomberman 64}}'' gave you a continue whenever you got 50 gems. Annoyingly, continues sent you back to the level-select screen; to continue from a level checkpoint, you needed lives. You started each "continue" with three lives... and the game didn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* ''VideoGame/{{Bug}}!'' had those crystals. Getting 100 of them wouldn't net you an extra life, but you would need to collect 100 in each act if you wanted to play the bonus level (for an extra continue).
* DSi game ''Castle of Magic'' had an especially difficult system. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you had less than 10 to begin with.) Get 100 diamonds, though, and you get an extra life, but all your diamonds vanish. You do the math from there.
* In later ''Franchise/CommanderKeen'' games the desired items changed with each installment. In episodes four, it was "life water" droplets. In five, it was a commercial drink called Vitalin. In episode six, it was odd little winged creatures called vivas.
* ''Franchise/CrashBandicoot'' used wumpa fruit for extra lives.
* ''VideoGame/{{Croc}}'' turns this into a giant screw you fest. Diamonds sort of represent life; drop them below 0 and you die. Get 99 and gain one? You go back to 0 and gain one measly life. Avoiding diamonds coming up!
* ''VideoGame/DonkeyKongCountry'' games had bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.

to:

* Made more difficult in ''VideoGame/BanjoKazooie'', which had has 100 notes on each level that reset themselves if you died die or left leave the world. Collecting all of them on one run got gets you an extra life.
** In ''BanjoTooie'', they were used to buy/learn new moves, but you only had to pick them up once.
** In ''Banjo-Kazooie: Nuts & Bolts'', they're used as currency, buying parts and blueprints, locker combinations for crate rewards, and hints for Stop N Swop items from Bottles. You can even bribe the police to leave you alone for a set time, no matter what you do that's considered breaking the law. However, after getting everything, you have two notes left over, meaning you can only get the police to leave you alone for about twenty seconds total. Assuming you don't get the DLC, and then blow all that on Police Bribery.
* ''{{Bomberman 64}}'' gave gives you a continue whenever you got 50 gems. Annoyingly, continues sent send you back to the level-select screen; to continue from a level checkpoint, you needed need lives. You started start each "continue" with three lives... and the game didn't doesn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* ''VideoGame/{{Bug}}!'' had those has crystals. Getting 100 of them wouldn't doesn't net you an extra life, but you would need to collect 100 in each act if you wanted want to play the bonus level (for an extra continue).
* DSi game ''Castle of Magic'' had has an especially difficult system. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you had have less than 10 to begin with.) Get 100 diamonds, though, and you get an extra life, but all your diamonds vanish. You do the math from there.
* In later ''Franchise/CommanderKeen'' games the desired items changed change with each installment. In episodes four, it was is "life water" droplets. In five, it was it's a commercial drink called Vitalin. In episode six, it was it's odd little winged creatures called vivas.
* ''Franchise/CrashBandicoot'' used use wumpa fruit for extra lives.
* ''VideoGame/{{Croc}}'' turns this into a giant screw you fest. Diamonds sort of represent life; drop them below 0 and you die. Get 99 and gain one? You go back to 0 and gain one measly life. Avoiding diamonds coming up!
up.
* ''VideoGame/DonkeyKongCountry'' games had have bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which didn't doesn't use bananas for lives (the game didn't doesn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.



* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion had 100 hidden packages to find. This didn't gain you extra lives, but each batch of 10 caused an extra weapon spawn point at your hideouts.

to:

* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion had has 100 hidden packages to find. This didn't doesn't gain you extra lives, but each batch of 10 caused cause an extra weapon spawn point at your hideouts.



* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained lives were altered to more closely match the rate at which you got point items.

to:

* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained gain lives were are altered to more closely match the rate at which you got get point items.



* In ''VideoGame/PaperMario'', enemies dropped star points (equivalent to experience points) which gave Mario a level up for getting 100.

to:

* In ''VideoGame/PaperMario'', enemies dropped drop star points (equivalent to experience points) which gave Mario a level up for getting 100.



* The first ''VideoGame/{{Rayman}}'' game had small, blue sparkling spheres called 'tings', which, unsurprisingly, made "ting" sounds whenever you got them (except in later releases, in which case they made more of a "pop" noise). Collecting 100 earned you an extra life.
* A rare first-person shooter example, the original ''RiseOfTheTriad'' had ankh coins, with some of them worth 5, 10 or 25 ankh coins.
* ''{{Shadowman}}'' had the Cadeux, 100 of which could be traded for a life bar extension.
* Standard coins in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.

to:

* The first ''VideoGame/{{Rayman}}'' game had has small, blue sparkling spheres called 'tings', which, unsurprisingly, made which make "ting" sounds whenever you got get them (except in later releases, in which case they made make more of a "pop" noise). Collecting 100 earned you an extra life.
* A rare first-person shooter example, the original ''RiseOfTheTriad'' had has ankh coins, with some of them worth 5, 10 or 25 ankh coins.
* ''{{Shadowman}}'' had has the Cadeux, 100 of which could can be traded for a life bar extension.
* Standard coins in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it worked works a bit differently. If you had have no "charm" (protects your OneHitPointWonder character from a single hit), it would give gives you one. If you already had have one, it would give gives you another, sort of (meaning you could now shrug off two hits). another. If you already had have two, then you would get an extra life, as two was are the maximum. If you already had have 99 lives and two charms, then the "coin" counter would not won't progress past 99. This was is rather useful, so that if you took take a hit, you could can collect a single (very common) coin and be back to two charms.



*** ''VideoGame/SonicColors''[[labelnote:*]]In [[NintendoDS both]] [[{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/labelnote]], ''ShadowTheHedgehog''[[labelnote:*]]Instead, you got extra lives for having 100 or more rings when you touched a checkpoint.[[/labelnote]], the SonicStorybookSeries titles[[labelnote:*]]Both titles just give you an unlimited number of tries to beat a level.[[/labelnote]] and the NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[labelnote:*]]Which instead had the extra lives in the [[OptionalMission Gaia Gates]][[/labelnote]] do not give you a one-up upon getting 100 rings.

to:

*** ''VideoGame/SonicColors''[[labelnote:*]]In ''VideoGame/SonicColors''[[note]]In [[NintendoDS both]] [[{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/labelnote]], ''ShadowTheHedgehog''[[labelnote:*]]Instead, level[[/note]], ''ShadowTheHedgehog''[[note]]Instead, you got get extra lives for having 100 or more rings when you touched touch a checkpoint.[[/labelnote]], [[/note]], the SonicStorybookSeries titles[[labelnote:*]]Both titles[[note]]Both titles just give you an unlimited number of tries to beat a level.[[/labelnote]] [[/note]] and the NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[labelnote:*]]Which ''VideoGame/SonicUnleashed''[[note]]Which instead had have the extra lives in the [[OptionalMission Gaia Gates]][[/labelnote]] Gates]][[/note]] do not give you a one-up upon getting 100 rings.



** In ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'', 100 coins in one run on one stage allowed you to get a Star or Shine for that level, respectively. You also got lives for coins when you finished a level, but at 50 per life, and the extras were just wasted.

to:

** In ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'', 100 coins in one run on one stage allowed allow you to get a Star or Shine for that level, respectively. You also got get lives for coins when you finished finish a level, but at 50 per life, and the extras were are just wasted.



* The early ''VideoGame/{{Turok}}'' games had little collectible diamonds that got you a life each time you collected 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') counted for 10, while the yellows counted for 1.
** In ''Turok 3'', you got unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there were only 100 in each level, which meant your Life Bar topped out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduced the amount required to 100.
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing!

to:

* The early ''VideoGame/{{Turok}}'' games had have little collectible diamonds that got get you a life each time you collected collect 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') counted count for 10, while the yellows counted count for 1.
** In ''Turok 3'', you got get unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there were are only 100 in each level, which meant means your Life Bar topped top out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduced reduce the amount required to 100.
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing!healing.
Is there an issue? Send a MessageReason:
None


* ''Speedy Gonzalez: Los Gatos Bandidos'' features wheels of Limburger cheese that give you an extra life for each 100 you collect.

to:

* ''Speedy Gonzalez: Gonzales: Los Gatos Bandidos'' features wheels of Limburger cheese that give you an extra life for each 100 you collect.
Is there an issue? Send a MessageReason:
None


* ''Speedy Gonzalez: Los Gatos Bandidos'' features wheels of Limburger cheese that give you an extra life for each 100 you collect, similar to coins in most Super Mario games.
* The coins of ''[[Franchise/SuperMarioBros Mario]]'' fame. They are exchanged for the extra life.

to:

* ''Speedy Gonzalez: Los Gatos Bandidos'' features wheels of Limburger cheese that give you an extra life for each 100 you collect, similar to coins in most Super Mario games.
collect.
* The coins of ''[[Franchise/SuperMarioBros Mario]]'' fame. They 100 of them are exchanged for the extra life.



* In ''SuperMonkeyBall'', collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.

to:

* In ''SuperMonkeyBall'', ''VideoGame/SuperMonkeyBall'', collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.



* ''{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduced the amount required to 100.

to:

* ''{{Turrican}}'' ''VideoGame/{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduced the amount required to 100.
Is there an issue? Send a MessageReason:
None


* The first ''{{Rayman}}'' game had small, blue sparkling spheres called 'tings', which, unsurprisingly, made "ting" sounds whenever you got them (except in later releases, in which case they made more of a "pop" noise). Collecting 100 earned you an extra life.

to:

* The first ''{{Rayman}}'' ''VideoGame/{{Rayman}}'' game had small, blue sparkling spheres called 'tings', which, unsurprisingly, made "ting" sounds whenever you got them (except in later releases, in which case they made more of a "pop" noise). Collecting 100 earned you an extra life.
Is there an issue? Send a MessageReason:
Added an example.

Added DiffLines:

* A rare first-person shooter example, the original ''RiseOfTheTriad'' had ankh coins, with some of them worth 5, 10 or 25 ankh coins.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DonkeyKongCountry'''s had bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.

to:

* ''VideoGame/DonkeyKongCountry'''s ''VideoGame/DonkeyKongCountry'' games had bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Sonic Heroes is an exception, it is entirely possible to max out your ring count at 999 in the second enemy swarm boss with Team Chaotix, and '''get 9 extra lives from it!'''
Is there an issue? Send a MessageReason:
None


* Standard coins in ''Franchise/SlyCooper'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.

to:

* Standard coins in ''Franchise/SlyCooper'', ''VideoGame/SlyCooperAndTheThieviusRaccoonus'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.
Is there an issue? Send a MessageReason:
None


* Standard coins in ''SlyCooper'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.

to:

* Standard coins in ''SlyCooper'', ''Franchise/SlyCooper'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.

Added: 364

Removed: 364

Is there an issue? Send a MessageReason:
Slight adjustment.


* ''Franchise/CrashBandicoot'' used wumpa fruit for extra lives.



* ''Franchise/CrashBandicoot'' used wumpa fruit for extra lives.



* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained lives were altered to more closely match the rate at which you got point items.



* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained lives were altered to more closely match the rate at which you got point items.

Added: 6117

Changed: 5534

Removed: 6172

Is there an issue? Send a MessageReason:
Put the list in alphabetical order.


* The coins of ''[[Franchise/SuperMarioBros Mario]]'' fame. They are exchanged for the extra life.
** In ''Vs. Super Mario Bros.'' (an arcade port of the original with some changes to make it harder), depending on DIP switch settings, Mario might need to collect as many as 250 coins to get an extra life.
** In ''VideoGame/SuperMarioGalaxy'', you can collect both coins and Star Bits. Fifty Star Bits equal one life. Same goes for 50 coins. You don't get an extra life for collecting 50 collectibles total, though; they have to be 50 Star Bits or 50 coins.
** In ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'', 100 coins in one run on one stage allowed you to get a Star or Shine for that level, respectively. You also got lives for coins when you finished a level, but at 50 per life, and the extras were just wasted.
* Similarly, in ''VideoGame/{{Gex}}: Enter the Gecko'', you are required to collect 30, then 40, then 50 of some random token (It actually changed appearance with each goal reached, but they're still found in the same place). The first two goals grant you an extra life, but the 50 collection goal gives you a remote, which is the game's equivalent of Mario 64 Stars.
* The rings in the ''Franchise/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
*** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors''[[labelnote:*]]In [[NintendoDS both]] [[{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/labelnote]], ''ShadowTheHedgehog''[[labelnote:*]]Instead, you got extra lives for having 100 or more rings when you touched a checkpoint.[[/labelnote]], the SonicStorybookSeries titles[[labelnote:*]]Both titles just give you an unlimited number of tries to beat a level.[[/labelnote]] and the NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[labelnote:*]]Which instead had the extra lives in the [[OptionalMission Gaia Gates]][[/labelnote]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by collecting 100, taking damage, and collecting 100 again) will not award a second extra life. Same for collecting 200 rings.
*** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on a life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings.
*** In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.
* ''Franchise/CrashBandicoot'' used wumpa fruit.
* ''VideoGame/DonkeyKongCountry'''s were bananas. There were also bunches which added ten at a time. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.
* An alteration: ''VideoGame/BanjoKazooie'' had 100 notes on each level that reset themselves if you died or left the world. Collecting all of them on one run got you an extra life.

to:

* The coins of ''[[Franchise/SuperMarioBros Mario]]'' fame. They are exchanged for the extra life.
** In ''Vs. Super Mario Bros.'' (an arcade port of the original with some changes to make it harder), depending on DIP switch settings, Mario might need to collect as many as 250 coins to get an extra life.
** In ''VideoGame/SuperMarioGalaxy'', you can collect both coins and Star Bits. Fifty Star Bits equal one life. Same goes for 50 coins. You don't get an extra life for collecting 50 collectibles total, though; they have to be 50 Star Bits or 50 coins.
** In ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'', 100 coins
Made more difficult in one run on one stage allowed you to get a Star or Shine for that level, respectively. You also got lives for coins when you finished a level, but at 50 per life, and the extras were just wasted.
* Similarly, in ''VideoGame/{{Gex}}: Enter the Gecko'', you are required to collect 30, then 40, then 50 of some random token (It actually changed appearance with each goal reached, but they're still found in the same place). The first two goals grant you an extra life, but the 50 collection goal gives you a remote,
''VideoGame/BanjoKazooie'', which is the game's equivalent of Mario 64 Stars.
* The rings in the ''Franchise/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
*** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors''[[labelnote:*]]In [[NintendoDS both]] [[{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/labelnote]], ''ShadowTheHedgehog''[[labelnote:*]]Instead, you got extra lives for having 100 or more rings when you touched a checkpoint.[[/labelnote]], the SonicStorybookSeries titles[[labelnote:*]]Both titles just give you an unlimited number of tries to beat a level.[[/labelnote]] and the NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[labelnote:*]]Which instead had the extra lives in the [[OptionalMission Gaia Gates]][[/labelnote]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by collecting 100, taking damage, and collecting 100 again) will not award a second extra life. Same for collecting 200 rings.
*** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on a life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings.
*** In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.
* ''Franchise/CrashBandicoot'' used wumpa fruit.
* ''VideoGame/DonkeyKongCountry'''s were bananas. There were also bunches which added ten at a time. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). There are exactly 100 bananas for each character in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.
* An alteration: ''VideoGame/BanjoKazooie''
had 100 notes on each level that reset themselves if you died or left the world. Collecting all of them on one run got you an extra life.



* ''{{Shadowman}}'' had the Cadeux, 100 of which could be traded for a life bar extension.
* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained lives were altered to more closely match the rate at which you got point items.
* The later ''VideoGame/CommanderKeen'' games had different versions in different games. In episodes four, it was "life water" droplets. In five, it was a commercial drink called Vitalin. In episode six, it was odd little winged creatures called vivas.
* The early ''VideoGame/{{Turok}}'' games had little collectible diamonds that got you a life each time you collected 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') counted for 10, while the yellows counted for 1.
** In ''Turok 3'', you got unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there were only 100 in each level, which meant your Life Bar topped out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* ''VideoGame/GrandTheftAutoIII'' had 100 hidden packages to find. This didn't gain you extra lives, but each batch of 10 caused an extra weapon spawn point at your hideout.
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing!
* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.

to:

* ''{{Shadowman}}'' ''{{Bomberman 64}}'' gave you a continue whenever you got 50 gems. Annoyingly, continues sent you back to the level-select screen; to continue from a level checkpoint, you needed lives. You started each "continue" with three lives... and the game didn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* ''VideoGame/{{Bug}}!''
had the Cadeux, those crystals. Getting 100 of which could be traded for a life bar extension.
* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives
them wouldn't net you an extra life for every life, but you would need to collect 100 point in each act if you wanted to play the bonus level (for an extra continue).
* DSi game ''Castle of Magic'' had an especially difficult system. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you had less than 10 to begin with.) Get 100 diamonds, though, and you get an extra life, but all your diamonds vanish. You do the math from there.
* In later ''Franchise/CommanderKeen'' games the desired
items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained lives were altered to more closely match the rate at which you got point items.
* The later ''VideoGame/CommanderKeen'' games had different versions in different games.
changed with each installment. In episodes four, it was "life water" droplets. In five, it was a commercial drink called Vitalin. In episode six, it was odd little winged creatures called vivas.
* The early ''VideoGame/{{Turok}}'' games had little collectible diamonds that got you a life each time you collected 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') counted for 10, while the yellows counted for 1.
** In ''Turok 3'', you got unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there were only 100 in each level, which meant your Life Bar topped out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* ''VideoGame/GrandTheftAutoIII'' had 100 hidden packages to find. This didn't gain you extra lives, but each batch of 10 caused an extra weapon spawn point at your hideout.
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing!
* ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.
vivas.



* Pretty much the same thing happens in the DSi game ''Castle of Magic''. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you had less than 10 to begin with.) Get 100 diamonds, though, and you get an extra life, but all your diamonds vanish. You do the math from there.
* Standard coins in ''SlyCooper'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.
* In ''VideoGame/WarningForever'''s 3 Lives mode, destroying 100 boss parts grants an extra life. Interestingly, the parts destroyed aren't part of a separate counter; rather, your life counter has two significant digits (i.e. "3.00" lives instead of "3"), so destroying a part increases your lives by 0.01.
* In ''TetrisTheGrandMaster'', you advance to a new section every 100 levels. "Levels" being pieces dropped + lines cleared, up to level x99, at which point you need to clear a line to continue leveling up.

to:

* Pretty much the same thing happens in the DSi game ''Castle of Magic''. Every time you take a hit in your standard form, you lose 20 diamonds, and can re-collect up to 10 of them. Take a hit with 0 diamonds, and you die. Take a hit in a powered-up form, and you lose the power-up. Take a hit with less than 20 diamonds, and you lose all of them (but can still re-collect up to 10, unless you had less than 10 to begin with.) Get 100 diamonds, though, and you get an ''Franchise/CrashBandicoot'' used wumpa fruit for extra life, but all your diamonds vanish. You do the math from there.
lives.
* Standard coins in ''SlyCooper'', though it worked a bit differently. If you ''VideoGame/DonkeyKongCountry'''s had no "charm" (protects your OneHitPointWonder bananas, either singular or bunches of ten. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). There are exactly 100 bananas for each character from in each world, but only 75 are needed in each case to earn a single hit), it would give you one. If you already had one, it would give you another, sort Banana Medal. The remaining 25 are purely optional.
* In ''FancyPantsAdventures'', not only do Squiggles heal lost health, collecting 100
of (meaning you could now shrug off two hits). If you already had two, then you would get them gets Fancy Pants Man an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.
* In ''VideoGame/WarningForever'''s 3 Lives mode, destroying 100 boss parts grants an extra life. Interestingly, the parts destroyed aren't part of a separate counter; rather, your life counter has two significant digits (i.e. "3.00" lives instead of "3"), so destroying a part increases your lives by 0.01.
* In ''TetrisTheGrandMaster'', you advance to a new section every 100 levels. "Levels" being pieces dropped + lines cleared, up to level x99, at which point you need to clear a line to continue leveling up.
life.



* Same goes to ''Wacky Races'' NES game, but with huge gemstones with a brilliant cut.
* ''{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduced the amount required to 100.
* ''{{Bomberman 64}}'' gave you a continue whenever you got 50 gems. Annoyingly, continues sent you back to the level-select screen; to continue from a level checkpoint, you needed lives. You started each "continue" with three lives... and the game didn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
* The first ''{{Rayman}}'' game had small, blue sparkling spheres called 'tings', which, unsurprisingly, made "ting" sounds whenever you got them (except in later releases, in which case they made more of a "pop" noise). Collecting 100 earned you an extra life.
* In ''VideoGame/PaperMario'', enemies dropped star points (equivalent to experience points) which gave Mario a level up for getting 100.

to:

* Same goes to ''Wacky Races'' NES game, but with huge gemstones with a brilliant cut.
* ''{{Turrican}}'' adds a continue for each 300 diamonds
In ''VideoGame/{{Gex}}: Enter the player collects. ''Turrican II: The Final Fight'' reduced the amount Gecko'', you are required to 100.
* ''{{Bomberman 64}}'' gave you a continue whenever you got
collect 30, then 40, then 50 gems. Annoyingly, continues sent you back to the level-select screen; to continue from a level checkpoint, you needed lives. You started of some random token (It actually changed appearance with each "continue" with three lives... and goal reached, but they're still found in the game didn't provide you with any ways to get more. ''Very'' annoying when you're a OneHitPointWonder in a NintendoHard game.
*
same place). The first ''{{Rayman}}'' game had small, blue sparkling spheres called 'tings', which, unsurprisingly, made "ting" sounds whenever you got them (except in later releases, in which case they made more of a "pop" noise). Collecting 100 earned two goals grant you an extra life.
* In ''VideoGame/PaperMario'', enemies dropped star points (equivalent to experience points)
life, but the 50 collection goal gives you a remote, which gave is the game's equivalent of Mario a level up for getting 100.64 Stars.
* ''VideoGame/GrandTheftAutoIII'' and its Vice City expansion had 100 hidden packages to find. This didn't gain you extra lives, but each batch of 10 caused an extra weapon spawn point at your hideouts.



* ''VideoGame/{{Bug}}!'' had those crystals. Getting 100 of them wouldn't net you an extra life, but you would need to collect 100 in each act if you wanted to play the bonus level (for an extra continue).
* In ''SuperMonkeyBall'', collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In Super Monkey Ball 2's story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so extra lives don't really matter.

to:

* ''VideoGame/{{Bug}}!'' had those crystals. Getting 100 of them wouldn't net you an extra life, but you would need to collect 100 in each act if you wanted to play the bonus level (for an extra continue).
* In ''SuperMonkeyBall'', ''Karnov'', collecting one hundred bananas gets you 50 K symbols gives the title character an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In Super Monkey Ball 2's story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so
''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra lives don't really matter.life for collecting 20 K symbols, though "Oscar" doesn't start with a K.



* In ''FancyPantsAdventures'', not only do Squiggles heal lost health, collecting 100 of them gets Fancy Pants Man an extra life.
* In ''VideoGame/ViceProjectDoom'', 100 coins gets you an extra life.

to:

* In ''FancyPantsAdventures'', not ''VideoGame/MendelPalace'' does this, and gives your character a slight speed boost for every 100 stars he collects.
* ''VideoGame/NinjaSenki'' has coins... but they're
only do Squiggles heal lost health, valuable because collecting 100 of them gets Fancy Pants Man gives you 10 points, and a 1000 points either equates a lifebar refill or (if the lifebar is already full), an extra life.
* In ''VideoGame/ViceProjectDoom'', 100
life. These points are also obtained by defeating enemies, so coins gets you an extra life.themselves aren't quite as valuable.
* In ''VideoGame/PaperMario'', enemies dropped star points (equivalent to experience points) which gave Mario a level up for getting 100.



* In ''Karnov'', collecting 50 K symbols gives the title character an extra life. ''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra life for collecting 20 K symbols, though "Oscar" doesn't start with a K.

to:

* In ''Karnov'', The first ''{{Rayman}}'' game had small, blue sparkling spheres called 'tings', which, unsurprisingly, made "ting" sounds whenever you got them (except in later releases, in which case they made more of a "pop" noise). Collecting 100 earned you an extra life.
* ''{{Shadowman}}'' had the Cadeux, 100 of which could be traded for a life bar extension.
* Standard coins in ''SlyCooper'', though it worked a bit differently. If you had no "charm" (protects your OneHitPointWonder character from a single hit), it would give you one. If you already had one, it would give you another, sort of (meaning you could now shrug off two hits). If you already had two, then you would get an extra life, as two was the maximum. If you already had 99 lives and two charms, then the "coin" counter would not progress past 99. This was rather useful, so that if you took a hit, you could collect a single (very common) coin and be back to two charms.
* The rings in the ''Franchise/SonicTheHedgehog'' series {{downplay|edTrope}} this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
** Collecting a multiple of 100 rings does not reset the counter to zero, as holding any amount of rings (be it one or one thousand) will protect Sonic against a single hit.
*** The 8-bit (Master System and Game Gear) versions do not follow this rule; the ring counter resets to zero once Sonic collects 100 rings. If he collects exactly 100 rings and gets hit, he'll still lose a life.
** Collecting 100 or 200 rings awards an extra life, but further multiples of 100 do not.
*** Acts containing upwards of 200 rings are not uncommon, and in ''VideoGame/SonicUnleashed'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''VideoGame/SonicColors''[[labelnote:*]]In [[NintendoDS both]] [[{{Wii}} versions]], you get 1 life for an A-rank and three for [[RankInflation an S-rank]] when you finish a level[[/labelnote]], ''ShadowTheHedgehog''[[labelnote:*]]Instead, you got extra lives for having 100 or more rings when you touched a checkpoint.[[/labelnote]], the SonicStorybookSeries titles[[labelnote:*]]Both titles just give you an unlimited number of tries to beat a level.[[/labelnote]] and the NintendoWii / PlayStation2 version of ''VideoGame/SonicUnleashed''[[labelnote:*]]Which instead had the extra lives in the [[OptionalMission Gaia Gates]][[/labelnote]] do not give you a one-up upon getting 100 rings.
** Taking a single hit will reset the ring counter to zero. However, reaching 100 rings twice in a single stage (for example, by
collecting 50 K symbols gives the title character an 100, taking damage, and collecting 100 again) will not award a second extra life. ''Psycho-Nics Oscar'', also by Creator/DataEast, gave an extra life Same for collecting 20 K symbols, though "Oscar" doesn't start with 200 rings.
*** In ''VideoGame/SonicUnleashed'', the [[OurWerewolvesareDifferent Werehog]] survives on
a K.life meter rather than rings, so getting hurt will not reset the ring counter.
** Having 50 or more rings when you activate checkpoints or reach the end of an act usually grants access to a bonus stage.
** The [[SuperMode Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings.
*** In ''VideoGame/SonicGenerations'', the rate is increased to two rings per second.




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* The coins of ''[[Franchise/SuperMarioBros Mario]]'' fame. They are exchanged for the extra life.
** In ''Vs. Super Mario Bros.'' (an arcade port of the original with some changes to make it harder), depending on DIP switch settings, Mario might need to collect as many as 250 coins to get an extra life.
** In ''VideoGame/SuperMarioGalaxy'', you can collect both coins and Star Bits. Fifty Star Bits equal one life. Same goes for 50 coins. You don't get an extra life for collecting 50 collectibles total, though; they have to be 50 Star Bits or 50 coins.
** In ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'', 100 coins in one run on one stage allowed you to get a Star or Shine for that level, respectively. You also got lives for coins when you finished a level, but at 50 per life, and the extras were just wasted.
* In ''SuperMonkeyBall'', collecting one hundred bananas gets you an extra life. For some reason, the banana counter actually has ''three'' digits, and immediately resets to zero when you pick up your 100th banana.
** In Super Monkey Ball 2's story mode, though, the hundreds digit is actually used, and the counter displays how many bananas you collected across all the stages. Also, in story mode, DeathIsASlapOnTheWrist, so extra lives don't really matter.
* In ''TetrisTheGrandMaster'', you advance to a new section every 100 levels. "Levels" being pieces dropped + lines cleared, up to level x99, at which point you need to clear a line to continue leveling up.
* ''[[VideoGame/{{Touhou}} Mystic Square]]'' gives you an extra life for every 100 point items collected. ''Perfect Cherry Blossom'' and ''Imperishable Night'' did something similar, but the intervals at which you gained lives were altered to more closely match the rate at which you got point items.
* The early ''VideoGame/{{Turok}}'' games had little collectible diamonds that got you a life each time you collected 100 (complete with two-digit-only counter). The purples (''Turok 1'')/reds (''Turok 2'') counted for 10, while the yellows counted for 1.
** In ''Turok 3'', you got unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a Life Bar extension. Also, there were only 100 in each level, which meant your Life Bar topped out at 150 HP (100 to start, plus 10 for each 100 diamonds).
* ''{{Turrican}}'' adds a continue for each 300 diamonds the player collects. ''Turrican II: The Final Fight'' reduced the amount required to 100.
* The Adrenaline from ''VideoGame/UnrealTournament 2004'': collect 100 of the pills, and you can activate a special bonus such as super speed or healing!
* In ''VideoGame/ViceProjectDoom'', 100 coins gets you an extra life.
* In ''VideoGame/WarningForever'''s 3 Lives mode, destroying 100 boss parts grants an extra life. Interestingly, the parts destroyed aren't part of a separate counter; rather, your life counter has two significant digits (i.e. "3.00" lives instead of "3"), so destroying a part increases your lives by 0.01.
* Same goes to ''Wacky Races'' NES game, but with huge gemstones with a brilliant cut.

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* ''VideoGame/DonkeyKongCountry'''s were bananas. There were also bunches which added ten at a time.
** ''VideoGame/DonkeyKong64'' didn't use bananas for lives (the game didn't have lives at all). Instead, they were the eleventy-jillionth set of things they made you collect in that game. There were 100 per character per level, though.
* An alteration: ''BanjoKazooie'' had 100 notes on each level that reset themselves if you died or left the world. Collecting all of them on one run got you an extra life.

to:

* ''VideoGame/DonkeyKongCountry'''s were bananas. There were also bunches which added ten at a time.
** ''VideoGame/DonkeyKong64''
time. Averted with ''VideoGame/DonkeyKong64'', which didn't use bananas for lives (the game didn't have lives at all). Instead, they were the eleventy-jillionth set of things they made you collect in that game. There were are exactly 100 per bananas for each character per level, though.
in each world, but only 75 are needed in each case to earn a Banana Medal. The remaining 25 are purely optional.
* An alteration: ''BanjoKazooie'' ''VideoGame/BanjoKazooie'' had 100 notes on each level that reset themselves if you died or left the world. Collecting all of them on one run got you an extra life.
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* In ''{{Anime/Gantz}}'', the characters are scored in each mission. Upon reaching 100 points, they are given the choice between being set free (and being [[MindWipe Mind Wiped]] to preserve TheMasquerade), receiving a [[BFG powerful weapon]], or resurrecting a comrade who was killed in a previous mission.

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* In ''{{Anime/Gantz}}'', the characters are scored in each mission. Upon reaching 100 points, they are given the choice between being set free (and being [[MindWipe Mind Wiped]] to preserve TheMasquerade), receiving a [[BFG [[{{BFG}} powerful weapon]], or resurrecting a comrade who was killed in a previous mission.
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[[AC:AnimeAndManga]]
* In ''{{Anime/Gantz}}'', the characters are scored in each mission. Upon reaching 100 points, they are given the choice between being set free (and being [[MindWipe Mind Wiped]] to preserve TheMasquerade), receiving a [[BFG powerful weapon]], or resurrecting a comrade who was killed in a previous mission.
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** In ''Turok 3'', you got unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a LifeBar extension. Also, there were only 100 in each level, which meant your LifeBar topped out at 150 HP (100 to start, plus 10 for each 100 diamonds).

to:

** In ''Turok 3'', you got unlimited lives. Getting 100 diamonds (yellows count for 1, reds count for 10) instead gave you a LifeBar Life Bar extension. Also, there were only 100 in each level, which meant your LifeBar Life Bar topped out at 150 HP (100 to start, plus 10 for each 100 diamonds).

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