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Life (video games)

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240:. In such games, a life is lost when the player fails a level, but once all lives are lost, the player is prevented from continuing the game for a temporary amount of time, instead of receiving a game over that would entail total failure or require a new beginning, as lives will re-generate automatically after a number of minutes or hours. Players can either wait for lives, attempt alternate activities to recover lives (such as asking for friends online to donate lives), or 146:, made managing the player character's life a more strategic experience and made lost health less of the handicap it was in early arcade games. Lives and game over screens became thought of as outmoded concepts and holdovers from arcade games that were unnecessary when players had already paid for the game. They also discouraged the player from playing the game fairly, with players in games such as 315:, where a 1-Up could be obtained in several ways, including grabbing a green "1-Up Mushroom", collecting 100 coins, using a Koopa shell to kill 8 or more consecutive enemies, and jumping on 8 or more consecutive enemies without touching the ground. The term quickly caught on, seeing use in both home and arcade video games. 160:
with their lives depleted, and getting a game over can often cause players to permanently abandon a game instead of making another attempt at the level. Therefore, most modern games have completely abandoned the concept of player lives, instead simply restarting the player from the nearest checkpoint
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mechanic of having a limited number of balls. A finite number of lives (usually three) became a common feature in arcade games. The number of lives usually displayed on the screen (in arcade games, the character that is being played, is also counted as a "life"). Much like in pinball games, the
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that increments the player character's number of lives. Because there are no universal game rules, the form 1-ups take varies from game to game, but are often rare and difficult items to acquire. The use of the term "1-up" to designate an extra life first appeared in
135:(1978) is usually credited with introducing multiple lives to video games. Lives were important in these games because the desire to avoid the finality of the player character's death compelled players to insert more quarters, making the maximum amount of profit. 208:. Multiple lives also allow novice players a chance to learn a game's mechanics before the game is over. Another reason to implement lives is that the ability to earn extra lives provide an additional reward incentive for the player. 283: 104:
made the managing of lives a more strategic experience for players over time. Lives give novice players more chances to learn the mechanics of a video game, while allowing more advanced players to take more risks.
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items that can fully replenish lives or grant unlimited lives for a limited time to continue playing immediately. This system works like an "energy" meter for other free-to-play games, however, lives do
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and the following checkpoint. The player can thus acquire two 1-ups, make the character die, and restart from the first checkpoint with a net gain of one life; this procedure can then be
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A generic character has a total of three lives, indicated as light-blue orbs. The character has currently lost 3.5 out of 11 health points – losing all would cost a life.
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A number of games included an exploitable design flaw called a "1-up loop", in which it is possible to consistently acquire two or more 1-ups between a certain
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Lives set up the situation where dying is not necessarily the end of the game, allowing the player to take risks they might not take otherwise, or
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are used, particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their
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for the player to have multiple lives and chances to earn more in-game. This way, a player can recover from making a disastrous mistake.
163: 592: 559: 526: 459: 402: 85:, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. 701: 647: 1158: 1122: 915: 139: 727: 694: 850: 265: 671: 426: 88:
The number of lives a player is granted varies per game type. A finite number of lives became a common feature in
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when they die, allowing them to undo or rewind their progress until such time as they are safe, as in
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that allow you to gain extra lives without earning them throughout gameplay. One example is
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trilogy, capitalize on the multiple life system to create an opportunity to earn more
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Game Design Workshop: A Playcentric Approach to Creating Innovative Games
101: 257:"One-up" redirects here. For the practice of outdoing a competitor, see 1079: 346: 114: 686: 639:
The Parent's Guide to Video Games - Steven A. Schwartz, Janet Schwartz
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in order to preserve their lives rather than start from an in-game
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usually grant only one, but allow player-characters to reload a
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deplete when a level is successfully completed, unlike energy.
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as many points as possible with their limited number of lives.
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refer to a finite number of tries before the game ends with a
264:"Extra life" and "1-up" redirect here. For other uses, see 206:
experiment with different strategies to find one that works
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has, defined as the period between start and end of play.
669:"The Next Generation 1996 Lexicon A to Z: One-up Loop". 636:
Schwartz, Steven A.; Schwartz, Janet (December 1993).
1100: 1047: 1026: 951: 801: 770: 734: 424:"The Next Generation 1996 Lexicon A to Z: Chance". 484:Guinness World Records Gamer's Edition 2015 Ebook 394:Game Design: Theory and Practice, Second Edition 324:repeated for as many lives as the player desires 138:Later, refinements of health, defense and other 518:Level Up! The Guide to Great Video Game Design 352:The Videogame Style Guide and Reference Manual 702: 448:Lecky-Thompson, Guy W. (2008-01-01). "life". 397:. Jones & Bartlett Learning. p. 60. 8: 341: 339: 521:. John Wiley & Sons. pp. 299–301. 481:Records, Guinness World (6 November 2014). 709: 695: 687: 96:during the 1980s, and mechanics such as 443: 441: 386: 384: 382: 335: 931:Turns, rounds and time-keeping systems 219:, which added the option to input the 7: 616:NES Cheats - Contra Wiki Guide - IGN 510: 508: 164:Prince of Persia: The Sands of Time 113:Lives may have originated from the 27:Play turn of a character in a game 25: 554:. New Riders. pp. 161, 168. 391:Rouse III, Richard (2010-03-08). 454:. Cengage Learning. p. 49. 581:Fullerton, Tracy (2008-02-08). 211:Many older video games feature 587:. CRC Press. pp. 72, 73. 1: 118:player's goal was usually to 728:Glossary of video game terms 548:Ernest, Adams (2010-04-07). 515:Rogers, Scott (2014-04-11). 551:Fundamentals of Game Design 266:Extra Life (disambiguation) 65:. Sometimes the euphemisms 1175: 451:Video Game Design Revealed 274: 263: 256: 29: 725: 679:. March 1996. p. 38. 434:. March 1996. p. 31. 286:A 1-up Mushroom from the 32:Health (game terminology) 959:Destructible environment 30:Not to be confused with 223:to get 30 extra lives. 1159:Video game terminology 489:Guinness World Records 293: 226:In modern times, some 53:is a play-turn that a 42: 1001:Procedural generation 285: 270:1-up (disambiguation) 174:Batman: Arkham Asylum 40: 788:Non-player character 1027:Movement techniques 811:Collision detection 230:games, such as the 1108:Advance And Secure 349:(2007). Foreword. 294: 191:Role-playing games 43: 1146: 1145: 1123:Last man standing 906:Scripted sequence 498:978-1-908843-71-5 366:978-1-4303-1305-2 312:Super Mario Bros. 238:microtransactions 128:arcade video game 16:(Redirected from 1166: 1138:King of the hill 1113:Capture the flag 996:Persistent world 964:Instance dungeon 891:Random encounter 886:Quick time event 793:Player character 752:Experience point 711: 704: 697: 688: 681: 680: 666: 660: 659: 657: 656: 633: 627: 626: 625: 624: 611: 605: 604: 602: 601: 578: 572: 571: 569: 568: 545: 539: 538: 536: 535: 512: 503: 502: 478: 472: 471: 469: 468: 445: 436: 435: 421: 415: 414: 412: 411: 388: 377: 376: 374: 373: 343: 304:is a video game 233:Candy Crush Saga 185:It is common in 55:player character 21: 1174: 1173: 1169: 1168: 1167: 1165: 1164: 1163: 1149: 1148: 1147: 1142: 1096: 1043: 1022: 947: 797: 766: 730: 721: 715: 685: 684: 675:. 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Index

Extra lives
Health (game terminology)

video games
player character
game over
health
arcade games
action games
checkpoints
power-ups
pinball
score
Taito
arcade video game
Space Invaders
attributes
power-ups
Doom
save scumming
checkpoint
Prince of Persia: The Sands of Time
QTE
Batman: Arkham Asylum
action games
Role-playing games
adventure games
saved game
experiment with different strategies to find one that works
cheat codes

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