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{{trope}}
[[File:100coins_7478.png|link=Super Mario Bros. (
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== [[Video Games]] ==
* The coins of ''[[Super Mario Bros.|Mario]]'' fame. They are exchanged for the extra life.
** In ''[[
** In ''[[
* 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 ''[[
*** ''[[
** 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 ''[[
** 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 ''[[
* ''[[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
** 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 ''[[
* 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 (
* The [[Turbo Grafx 16]] version of ''[[
* ''[[Bug!
* 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
* 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.
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