Law of One Hundred: Difference between revisions

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{{trope}}
[[File:100coins_7478.png|link=Super Mario Bros. (Videovideo Gamegame)|frame|24 down, 76 to go...]]
 
 
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== [[Video Games]] ==
* The coins of ''[[Super Mario Bros.|Mario]]'' fame. They are exchanged for the extra life.
** In ''[[Super Mario Galaxy (Video Game)|Super Mario Galaxy]]'', 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 ''[[Super Mario 64 (Video Game)|Super Mario 64]]'' and ''[[Super Mario Sunshine (Video Game)|Super Mario Sunshine]]'', 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 ''[[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 ''[[Sonic the Hedgehog]]'' series [[Downplayed Trope|downplays]] this mechanic, while playing with it in other ways. All Sonic titles follow this basic framework, with minor variations.
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*** 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 ''[[Sonic Unleashed (Video Game)|Sonic Unleashed]]'', it is quite possible to collect more than 400 rings in almost any main day stage.
*** ''[[Sonic Colors (Video Game)|Sonic Colors]]''<ref>In [[Nintendo DS|both]] [[Wii|versions]] of this game, you get 1 life for an A-rank and three for [[Rank Inflation|an S-rank]] when you finish a level</ref>, ''[[Shadow the Hedgehog]]''<ref>Instead, you got extra lives for having 100 or more rings when you touched a checkpoint.</ref>, the [[Sonic Storybook Series]] titles<ref>Both titles just give you an unlimited number of tries to beat a level.</ref> and the [[Nintendo Wii]] / [[Play Station 2]] version of ''[[Sonic Unleashed (Video Game)|Sonic Unleashed]]''<ref>Which instead had the extra lives in the [[Optional Mission|Gaia Gates]].</ref> 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 (Video Game)|Sonic Unleashed]]'', the [[Our Werewolves Are Different|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 [[Super Mode|Super Sonic form]] requires 50 rings to activate, drains one ring per second, and deactivates upon running out of rings.
*** In ''[[Sonic Generations (Video Game)|Sonic Generations]]'', the rate is increased to two rings per second.
* ''[[Crash Bandicoot]]'' used wumpa fruit.
* ''[[Donkey Kong]]'''s were bananas. There were also bunches which added ten at a time.
** ''[[Donkey Kong 64]]'' 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: ''[[Banjo -Kazooie]]'' 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 ''[[Banjo Tooie]]'', 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.
* ''[[Shadow Man]]'' had the Cadeux, 100 of which could be traded for a life bar extension.
* ''[[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 ''[[Commander Keen (Video Game)|Commander Keen]]'' 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.
* FPS games usually don't have these, but the early ''Turok'' games had little collectible diamonds that got you a life each time you collected 100 (complete with two-digit-only counter).
** And of course, ''[[Grand Theft Auto|GTA 3]]'' 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.
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* ''[[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 [[One-Hit-Point Wonder]] in a [[Nintendo Hard]] 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 ''[[Paper Mario (Video Gamefranchise)|Paper Mario]]'', enemies dropped star points (equivalent to experience points) which gave Mario a level up for getting 100.
* The [[Turbo Grafx 16]] version of ''[[Jackie Chans Action Kung Fu (Video Game)|Jackie Chans Action Kung Fu]]'' has orbs to collect from defeated enemies. Collecting 100 of them will completely restore life and [[Kamehame Hadoken|Kamehame Hadokens]]. The NES version (which is a shorter game) requires only 30.
* ''[[Bug! (Video Game)|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 ''[[Super Monkey Ball]]'', 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 Onon The Wrist]], so extra lives don't really matter.
* 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'' bump this up to thirty, and ''Kirby's Return to Dream Land'' finally gets to one hundred.
* In ''[[Fancy Pants Adventures]]'', not only do Squiggles heal lost health, collecting 100 of them gets Fancy Pants Man an extra life.