39,327
edits
m (Mass update links) |
m (Mass update links) |
||
Line 1:
{{trope}}
[[File:sanpo_7179.jpg|link=Super Mario Bros 3
Line 12:
{{examples}}
* ''[[Super Mario Bros.]]'' is the king of this trope: there's the infamous "Koopa Shell Bounce" from the first game (where you corner a Koopa Shell on a stair and continuously jump on it, keeping it stuck there while you rack up points and lives until you jump off and land on the ground—''The Lost Levels'' lets you do this at the very beginning of the game! [[Nintendo Hard|and you'll need every last one]]), the "Koopa Shell Ricochet" (where you'll keep on earning lives from enemies a kicked Koopa Shell kills, as long as it doesn't stop or go off the screen, exploited heavily in areas where you can trap a shell in one screen between two blocks while Lakitu or another [[Mook Maker]] can keep feeding foes to the grindstone), the "Star Man Rush"/"Demolition Mario" (essentially the same as the Koopa Shell Ricochet, except you use the power of a Star Man instead of a shell to kill enemies), the "Goomba Stomp Chain" (the Koopa Shell Bounce done on multiple enemies, again only stopping when you touch solid ground), and the "End Point Exploit" (only applicable in ''[[
** The Koopa Shell Bounce exploit is even shown in the 9-Volt/18-Volt character video in ''[[
** ''[[Super Mario World (
*** In the Sunken Ghost Ship, wait for a Bullet Bill, bop it and keep it afloat. Lather, rinse, repeat.
*** Similarly, in the water fortress level, there are Bony Beetle enemies can re-form after a certain amount of time like a Dry Bones. There is a hallway before a door with two of them where you can farm 1-ups by bouncing off them both, swimming to stay off the ground, then bouncing off of them again when they reform. Once again, Lather rinse repeat.
Line 25:
*** The most damning game breaker in nearly all the "Advance" games is the fact that the game saves your lives. Average players will likely max the counter out by mid-game. ''And the max is 999.''
*** Also, the GBA version of ''Super Mario World'' grants points for simply hitting a Koopa shell with Mario's cape, and these hits can be used in chains, allowing [http://www.youtube.com/watch?v=RGgq_p_0LAw this] to happen. Wow.
** In ''[[
*** Also Green Mushroom Houses may give very big number of lives in ''New Super Mario Bros'' if you're lucky (getting these isn't hard...).
*** And getting the Mega Mushroom in 1-1 guarantees at least one (and quite easily, all five) lives in each play-through.
Line 34:
** [http://www.youtube.com/watch?v=U1bsf05wtbQ#t=02m00s This tool-assisted speedrun] of ''[[Super Mario Brothers]] 3'' turns certain ''entire levels'' into [[Infinite One Ups]].
** In the Japanese ''Super Mario Bros. 2'' (Lost Levels), you get a 1-Up if your coins are at a multiple of 11 that matches the last digit of your timer (e.g. 11 coins with 201 left on the timer). It's possible to do this in nearly ''every'' level of the game.
** Amusingly, ''[[
** ''[[
*** An interesting instance can be found in between 6-6 and the World 6 Castle. Touching one of the Bullet Bills on the map sends you into a minigame where you have to collect eight Toad balloons to save Toad, and at the end, you get three Mushroom power-ups. Unlike most such minigames, this one can be done over and over. Furthermore, any enemies onscreen when the 8th balloon is collected are turned into points. And since the theme of the level is [[Bullet Hell|Bullet Bills]]...that could easily be enough enemies to get 1-3 extra lives as well. And since each completion gets you three Mushroom power-ups, you should easily enter the level with an extra hit to give every time.
** ''Super Mario Land: Six Golden Coins'' has the Hippo level, which lets you easily get coins, lives, a mushroom or any powerup of your choice. Also, there is a [[Betting Minigame]] which randomly gives you up to 99 lives.
** ''[[
** ''[[Super Mario 3D Land]]'' has a spot in World 1-2 with the old "bounce a koopa shell into the wall" trick, but with a twist; you're bouncing the shell into the fourth wall. There ware several other levels with koopas and walls in the proper placement to do this trick, but World 1-2 is the easiest.
*** Lampshaded here, though. Once you reach the [[Cap]], Mario loses [[Stealth Pun|his cap]], and runs around hatless until you lose a life.
Line 50:
** Don't forget the rope trick and the Krusha trick in the original DKC. The rope trick consists of getting on a rope in the stage "Misty Mines" and placing yourself next to the barrels that spawn enemies. From there you can jump on an enemy and then back to the vine without touching the ground. After doing it eight times, each consecutive time will earn you a life. The Krusha trick can be done in "Loopy Lights," "Manic Mincers," or "Millstone Mayhem" (the first ruins stage); play as Diddy Kong and bounce on a Krusha pinned up against the wall as many times as you want to get a ginormous amount of lives insanely quickly - as in, you will earn extra lives roughly ''three times faster than the life counter can display.'' You can easily reach 99 (and far beyond, though [[Cap|the life counter doesn't show it]]) in under 60 seconds.
** One of the recurring minigames in the original DKC tasked you with repeatedly stomping a Klaptrap (who spat out more bananas and moved faster after each hit). In one level this minigame featured ''three'' such Klaptraps, enabling the player to bounce between them continuously, accumulating many extra lives in the process.
* In various ''[[
** And of course you get a 1-up for collecting 100 rings, so you can double the rate of life grinding if you delay your suicide until you've found both monitors and collected 100 rings.
** At the beginning of the Launch Base Zone of ''[[Sonic 3 and Knuckles
** Final Rush in ''[[
*** The key difference, though, is that extra lives don't respawn in ''Sonic Adventure 2'', or at least not in the Gamecube port. Choosing "restart" from the pause menu will make them respawn (again in any version), at the cost of undoing any checkpoints you may have hit. Since the lives are close to start, that's not likely to matter in this case.
*** A [[Good Bad Bug]] was discovered in another level that dwarfs any other source of 1-ups in the game, [http://www.soniccenter.org/guides/sonic_adventure_2_b/guide321 potentially earning as many as 95 lives quickly].
** ''[[
** ''[[
** ''[[
** Finishing the credits on ''[[
* In the first ''[[Sly Cooper]]'', the first level hub has 1ups that reappear every time you enter it. You can keep exiting and reentering the stage to collect them ad infinitum.
* ''[[Ninja Gaiden]] II'' has a [[One Up]] in a later stage that respawns, but ''only'' if you immediately climb back ''down'' to where you were before you entered the area with the [[One Up]], then climbed back up; moving past it and climbing up to the next screen negates this.
Line 66:
** In the same game, the {{spoiler|secret area in Level 15, right after the checkpoint, has two one-up crates that don't turn into question mark crates after they respawn - they're just out of sight unless the camera is just right}}.
** While not a trick, The Wrath of Cortex has Bamboozled, which can only be described as a "life level" akin to Jungle Hijinx in the sheer number of extra lives that either come in boxes are can be attained from the hundreds of pieces of fruit in the stage. You can easily get over a dozen lives in each playthrough.
* ''[[Mega Man (
** This trick originated from ''5'', where Mega Tanks worked the same way when you used one with full life and weapon energy.
** Not to mention Jewel Satellite + [[Mook Maker|mook makers]] for endless screws.
** In ''Mega Man 2'', you can use the egg-dropping robots' little birds to get a lot of random powerups quite easily (best when done with Metal Blade, but the Leaf Shield also works). Since among those powerups are large weapon energy ones, large hp ones and extra lives, you can just try and kill all the small birds just after the egg breaks and expect to get plenty of lives easily.
* Armadillo's stage in ''[[
** This is probably put in so players seeking the hidden [[Street Fighter|hadoken]] move in that level can easily gather enough lives to get it<ref>The capsule that has the move <s> has a random chance of appearing</s> appears on the fifth time you get to the location of said capsule and it’s far easier to kill yourself and spawn close to it as opposed to restarting the stage but it can be gotten without dying.</ref>.
** A second, slightly conditional point in the game for this comes just before the boss of the first Sigma stage. There's a small hallway with a place where enemies drop on you from above. As long as you've got at least enough juice to charge a full-power shot of the rolling sphere weapon (full power generates a forcefield around you), you can stand under that point and anything that spawns will be instantly killed. It's time consuming (most enemies don't drop anything), but if you leave for a couple an hour or so you're pretty much guaranteed to have all weapon energy, full life bar, full subtanks (rechargable spare life bars) and max extra lives when you return.
*** An even better spot for the above trick is the vertical shaft in the final (4th) Sigma stage, as the caterpillars always spawn from the same point, can't move quickly enough to avoid you, and in my experience have a much better chance of dropping lives than normal enemies.
* ''[[
** Both ''Commander Keen 4'' and ''5'' have a large amount of 1-ups hidden in the first level. They are, however, placed so that you can't kill yourself after obtaining them. Both games however *do* have a level with two 1-ups and a way to kill yourself after obtaining them.
** In ''Commander Keen 6'', the Bean-with-Bacon Megarocket level looks innocuous, but leads to a hidden area containing 10,000 points and 2 vivas (the "[[Law of One Hundred|collect 100 for 1-up]]" item). While it is difficult to reach the items, and they are not worth enough on their own for a 1-up, you can complete the level and come back infinitely many times.
Line 81:
* ''[[Super Monkey Ball]]'' has an odd variant: Advanced 11 and Expert 9 each have more than 100 bananas, making it possible to collect an extra life and some spare change towards another one, intentionally fall into the abyss, and repeat indefinitely if you're skilled enough. However, the vast majority of these bananas are on little rails, with a width equal to 1/10th the diameter of the ball. To compound the difficulty, to get more than 100 bananas requires you to switch between rails, which in turn requires you to nearly fall while rolling at top speed in order to smash into the edge of a platform or a piece of the scenery and bounce back up onto your destination. All with a time limit of 30 seconds. Only a couple of the world's best players can pull this off with any kind of consistency. See the strategies here: [http://www.youtube.com/watch?v=E1uM4VXTXFk Advanced 11] and [http://www.youtube.com/watch?v=4KIT3gHYAo8 Expert 9], only you're supposed to intentionally fall off at the end instead of going into the goal, in order to redo the level.
* Possible [[Ur Example]]: the "lurking" tactic in ''[[Asteroids]]''. When you have destroyed most of the asteroids in a screen, the game starts spawning small saucers to try to hurry you up. They are small (obviously), deadly accurate, but their photon pulses can't pass across the screen wraparound (unlike those of the big saucer and your ship) and they always spawn from the top corners of the screen. So you can clear the screen of all but one asteroid, park your ship at the top of the screen close to a corner, fire a continuous, horizontal stream of photons across the wraparound, and blast the small saucers as they appear and before they manage to fire a shot. Each small saucer is worth 1,000 points. You get a new life every 10,000 points. If you ever found an ''Asteroids'' game left abandoned with a big score and a two-figure life counter being steadily eaten away, this was probably why.
* Although not a game with One-Ups, ''[[
* The ''[[Thunder Force]]'' series of shmups tends to have lenient [[Every Ten Thousand Points|extend]] points; in ''Thunder Force III'', for instance, you can have as many as 15 lives by the time you get to Stage 6.
* The Arrange mode in ''[[Ray Crisis]]'' hands out 1-up items, as if they're regular powerup items. With some effort, it's possible to stay at the maximum of nine lives up to the [[Final Boss]]. However, if you're playing for score, this is somewhat of a bad idea, because collecting 1-ups resets the point values of the point items.
|