Luigi: Enough to buy a new life.
Mario: Enough to buy 10,000 new lives.
All Platform Games will have at least one type of common item that will give you an extra life if you collect one hundred of them.
Collecting these items is mostly for points, but if you can get 100 of these items, you will get an extra life, and the counter will revert to 0. One hundred is the magic number because the counters for these items usually contain only two digits.
Most of the time, the extra lives from these items are either too frequent to be meaningfully valuable or too infrequent to be meaningfully beneficial. The real reason for these items is that placing long trails of them throughout the levels motivates the player to progress onward, and the crisp 'collecting' sounds and the increasing counter gives a sense of achievement and progress to anything, even running to the right.
- In Gantz, the characters are scored in each mission. Upon reaching 100 points, they are given the choice between being set free (and being Mind Wiped to preserve The Masquerade), receiving a powerful weapon, or resurrecting a comrade who was killed in a previous mission.
- In Soul Eater, Demon weapons must collect the souls of 99 evil humans and 1 witch in order to become a "Death's Weapon" or Death Scythe. A weapon worthy of being wielded by Death himself.
- On the children's game show Raven, the contestants can win back a life via collecting a certain number of rings starting in Series 2 (7 rings win back a life in Series 2 and 3 but was increased to nine rings being needed in Series 4 through 10).
- Bomberman 64 gives you a continue whenever you got 50 gems. Annoyingly, continues send you back to the level-select screen; to continue from a level checkpoint, you need lives. You start each "continue" with three lives... and the game doesn't provide you with any ways to get more. Very annoying when you're a One-Hit-Point Wonder in a Nintendo Hard game.
- Mendel Palace does this, and gives your character a slight speed boost for every 100 stars he collects.
- Turrican adds a continue for each 300 diamonds the player collects. Turrican II: The Final Fight reduce the amount required to 100.
- Shadowman has the Cadeux, 100 of which can be traded for a life bar extension.
- In Paper Mario, enemies drop star points (equivalent to experience points) which gave Mario a level up for getting 100.
- A rare First-Person Shooter example, the original Rise of the Triad has ankh coins, with some of them worth 5, 10 or 25 ankh coins.
- The early 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 gives 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 Unreal Tournament 2004: collect 100 of the pills, and you can activate a special bonus such as super speed or healing.
- In the A Bug's Life Licensed Game, collecting all 50 pieces of grain in every level fully restores the health meter, and collecting all the letters of Flik's name grants an extra life (maximum 9).
- In The Adventures of Lomax, 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.
- In Aladdin (Capcom), 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 Banjo-Kazooie, 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 (since lives are relatively easy to scoop on their own, the bigger purpose of the notes is to open Note Doors in Gruntilda's Lair to progress in the game).
- Bug has crystals. Getting 100 of them doesn't net you an extra life, but you need to collect at least 100 in each act if you want to play the bonus level for a chance to get an extra continue.
- 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.
- In later Commander Keen games the desired items change with each installment. In episodes four, it is "life water" droplets. In five, it's a commercial drink called Vitalin. In episode six, it's odd little winged creatures called vivas. Fittingly, the Extra Life items are related to them in some way: A Lifewater Flask in episode four, a barrel full of Vitalin drink in five, and a Queen Viva in six.
- Crash Bandicoot games use Wumpa fruit for extra lives.
- Congo's Caper gives an extra life for every 100 small diamonds collected. A large diamond is a 1-Up in itself.
- Croc turns this into a giant screw you fest. Diamonds sort of represent life; get hit while holding none and you die. This on top of a Sonic Ring-like mechanic where getting hit will drop ALL of them, but only a few can actually be recovered from the grond. Get 99 and gain one? You get one measly life in exchange for all the diamonds. Avoiding diamonds coming up.
- A secondary system exists where all your total diamonds in the level are banked once you get to the end, with every 100 giving a life.
- Adjusted in Croc 2, where the Sonic-style dropping mechanic was replaced with multiple hit points and unlimited lives. Now, levels have a set total of 100 diamonds: getting 50 restores one hit, while all 100 will get you back to health.
- In Fancy Pants Adventures, not only do Squiggles heal lost health, collecting 100 of them gets Fancy Pants Man an extra life.
- In 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 TurboGrafx-16 version of Jackie Chan's Action Kung Fu has orbs to collect from defeated enemies. Collecting 100 of them will completely restore life and Kamehame Hadokens. The NES version (which is a shorter game) requires only 30.
- Keio Flying Squadron 2 gives an extra life for every 100 bunnies collected.
- A few Kirby games do this with stars. Kirby's Dream Land 2 requires a mere seven, Kirby's Dream Land 3 and Kirby 64: The Crystal Shards bump this up to thirty, and Kirby's Return to Dream Land finally gets to one hundred.
- In Plok, 100 shells give an extra life. However, after you acquire the amulet, you can also spend shells to temporarily give Plok an extra attack (he turns into a buzzsaw when he does his spin jump). How long the attack is available depends on how many shells you spend.
- The first Rayman game has small, blue sparkling spheres called 'tings', which make "ting" sounds whenever you get them (except in later releases, in which case they make more of a "pop" noise). Collecting 100 earned you an extra life.
- Speedy Gonzales Los Gatos Bandidos and Speedy Gonzales Aztec Adventure give Speedy an extra life for every 100 pieces of cheese collected. The catch? That's collected in that particular round — once Speedy goes to the next round, the count resets to zero.
- SpongeBob SquarePants: SuperSponge has you collect 100 golden spatulas in order to earn an extra life. The catch is that these are actually collectibles that you need for 100% Completion where collecting 100 each level can earn you bonus level and content. The problem? A single touch from an enemy or hazard makes you lose every single spatula you have collected in the entire level and you only have about 5 seconds to retrieve them all before they disappear.
- 102 Dalmatians: Puppies to the Rescue has 100 dog bones to collect in every level, which both unlock an optional flyby cutscene, along with one of the level's stickers for an in-game stickerbook.
- Super Magnetic Neo gives Neo an extra life for every 100 Zebi he collects.
- Super Mario Bros.:
- 100 coins are exchanged for the extra life in every 2D Mario game except Super Mario Bros. 2 and Super Mario Land 2: 6 Golden Coins (where coins are used in the gambling minigames to earn lives). This coin exchange also applies to the 3D games Super Mario 3D Land and Super Mario 3D World, as well as the Yoshi's Island subseries.
- 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 Super Mario 64 and Super Mario Sunshine, 100 coins in one run on one stage allow you to get a Star or Shine for that level, respectively. You also get lives for coins when you finish a level, but at 50 per life (stopping at 150 coins in 64), and the extras are just wasted.
- In Super Mario Galaxy and Super Mario Galaxy 2, 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. Meanwhile, collecting 100 purple coins in the missions where they appear is rewarded with a Star.
- In Wario Land and Virtual Boy Wario Land, it's "100 heart points equals an extra life." Virtual Boy Wario Land has a small heart equalling 1 heart point, a large heart equals 10.
- In the Wacky Races Platform Game for the NES, Muttley gets an extra life for every 100 diamonds collected.
- 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.
- In Warning Forever'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 decimal places (i.e. "3.00" lives instead of "3"), so destroying a part increases your lives by 0.01.
- Donkey Kong Country games have bananas, either singular or bunches of ten. Averted with Donkey Kong 64, which doesn't use bananas for lives (the game doesn't have lives at all, since they were scrapped during the development process). 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 (getting #100 will net you a completion audio jingle, but that's it). Their main use is to open the door to boss of the world they are collected in, by feeding them to a pig, who will weight down a platform that boosts his buddy up so he can pull the lever that opens the door.
- In the NES Felix The Cat game, collecting 100 disembodied Felix heads will grant you an extra life.
- Grand Theft Auto III 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.
- Jersey Devil 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 Data East, gave an extra life for collecting 20 K symbols, though "Oscar" doesn't start with a K.
- Ninja Senki 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.
- Standard coins in Sly Cooper and the Thievius Raccoonus, though it works a bit differently. If you have no "charm" (protects your One-Hit-Point Wonder 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 Sonic the Hedgehog series downplay 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 Sonic Unleashed, it is quite possible to collect more than 400 rings in almost any main day stage.
- Sonic Colors,note Shadow the Hedgehog,note the Sonic Storybook Series titlesnote and the Nintendo Wii / PlayStation 2 version of Sonic Unleashednote 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 Sonic Unleashed, the 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. Which combined with the counter reset in the early games can turn the extra life at 100 into a Powerup Letdown.
- The Super Sonic form requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings. In Sonic Generations, the rate is increased to two rings per second.
- Super Monkey Ball:
- In the first game, 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, Death Is a Slap on the Wrist, so extra lives don't really matter.
- In Tetris: The Grand Master, 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 Vice Project Doom, 100 coins gets you an extra life.
- In Carrie's Order Up!, getting 40 coins erases a miss. Not quite an extra life, as you can't earn more than what you start with.
- Freeze ME has a variation, where collecting 150 Red Pigcoins on each level gives you a Golden Cube. The number is probably higher due to the levels in the game being really big.