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Meaningless Lives: Difference between revisions

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A [[Sub Trope]] of [[Video Game Lives]].
{{examples|Examples:}}
* Every ''[[Super Mario Bros]]'' game since ''[[Super Mario World (Video Game)|Super Mario World]]'' (''[[Super Mario Bros 3 (Video Game)|Super Mario Bros 3]]'' was almost there, but not quite, since you couldn't save your game, let alone the number of lives you'd collected).
** Downplayed in the Lost Levels, as even though you can max out your life counter at 127-8 (depending on the version) in the first level, you can still easily lose them all before beating the game. Played straight in ''[[Super Mario All Stars]]'', in which ''Lost Levels'' is the only game in the compilation where the player can save his progress at the last stage he played, a benefit not featured in the other games in the compilation.
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** From ''Crash Bandicoot 2'' onward, most levels have a bonus section that will usually give you somewhere around 2 lives for successful completion. Besides that, the games begin saving your life count, so if you lose more lives than you care to, you can reload your game and try again. So long as you save regularly, Game Overs are inconsequential.
* The first ''[[Ty the Tasmanian Tiger]]'' game was pretty fond of this. Sure, lives weren't exactly dotted around like raindrops, but they were juuust frequent enough (that combined with the lax difficulty), that you were never really in any danger at all.
* ''[[Glover]]''. [[So Bad ItsIt's Good|Oh lord, Glover.]] See, there was a [[Classic Cheat Code|cheat that turned you into a frog.]] In the hub, there were insects flying around. Eating them as a frog gained you an extra life. And they respawned. It's possible to ''break the life counter'' - it starts showing powers, then ''gives up'' and letters and symbols appear instead. In essence, you had infinite lives.
** You didn't even need the frog code. If you were doing [[One Hundred Percent Completion|card runs]], you'd start racking up obscene amounts of lives anyway, and you'd break the life counter about halfway through the game.
* ''[[Jazz Jackrabbit (Video Game)|Jazz Jackrabbit]] 1'' would reset everything (lives included) when a game was loaded and also if you selected 'continue' after game over.
* ''[[Commander Keen (Video Game)|Commander Keen]]'' invokes this trope starting with Keen Dreams (episode 3.5), which introduced the ability to save your game anywhere and 1UP pickups to the series. The first three episodes only allowed saving on the map and only gave you extra lives every 20000 points. Being able to save your exact progress anywhere in the second half of the series rather rendered the three methods of getting extra lives meaningless, unless you were trying to [[Self -Imposed Challenge|play the whole game without saving.]] For the record, the methods were every 10000*2^N points, a 1UP pickup, and collect-100-for-a-life pickups (the latter being introduced in episode 4).
* ''[[Star Wars]]'' ''[[The Force Unleashed]]'', at least on the Wii version, is this trope. You don't ever run out of lives; instead you take a hit to your overall score when you respawn. The only significance this has in terms of completing the game is for how quickly you can obtain upgrades to your Force powers, since increasing levels of Force powers require increasing deductions to your overall score.
** The "PS360" version [[Death Is a Slap On The Wrist|doesn't penalize a death at all]], simply kicking you back to the last checkpoint.
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