This form of injury is the most rare, but it ends the career of the wrestler. And the person will be pronounced dead and moved to Legends, a place for people who passed away. It happens when the wrestler is brutalized past being paralyzed, and the person who killed the wrestler will be in trouble because their reputation will be in tatters. A memorial is also set up later. It will also play a sad sound from the crowd. Injuries can be caused by but not limited to falling off furniture; getting thrown against furniture, items, or broken furniture; taking flying attacks; explosions; dismemberment by other enemies (Extra lives);

I think extra lives are extremely unfun and I think it would have been nice to have an option of removing them and replacing them with the full armor restores like in UN (without needing to enable perma death).


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To qualify my statement I feel the need to say I've beaten this game and both TAG 1 and 2 on nightmare difficulty without extra lives multiple times (TAG2 just once because I don't find it that fun). I just don't collect them and when I do accidentally I suicide to get rid of it.

To me, extra lives diminish the accomplishment of actually beating a certain section, and being forced to go back and replay it over again I think is a lot more fulfilling. The one exception to this though is I think extra life mode is a really nice addition to the game, I think that recontextualizes extra lives to be a bit more meaningful.

I think that extra lives for Keys is a horrible idea and I really hate it. And I wish we would get the mechanic from CI5. Where you earn lives.

You got lives there for a certain amount of points if I remember correctly.

Just don't delete the game in an attempt to receive the feature, as any accumulated boosters/received game lives would also be deleted (if playing via mobile devices); see this & avoid creating other issues...

All 240 stars are mine! There is now just one galaxy left, the Grandmaster. On my first attempt, it gobbled up 30 lives like my kids eat ice cream. It wasn't pretty. Before I tackle it again, I'm going to need a lot o lives. What's the best way to get as many extra lives as possible in a short amount of time?

After the first checkpoint, take the launch start to the disc-shaped planet with three giant Koopa Troopas. Long jump onto the back of a turtle. (Avoid the drill; you can't do a long jump with it. If you happen to accidentally pick it up, run into one of the Koopas to lose it.) Once on the back of a Koopa, Mario will start to bounce. After eight bounces, he'll start to get an extra life for each bounce. You'll have to do a little steering with the control stick to stay on. In a couple minutes, you'll amass the maximum 99 lives.

In the late 80s and early 90s, most games had an extra life mechanic. The player started with limited lives (often three) and dying depleted one of them. If they still had some remaining, they would respawn at the last savepoint. The game would end once all lives had been used and they had to start from the beginning. Players could obtain additional lives during the game.

Finite amount of lives in video games was a design element inherent to coin operated arcade gaming machines. In order to limit a player's play time so he would be forced to spend more coins or make room for the next player, a finite lives system, coupled with high difficulty, proved successful, so it became the standard for all of arcade gaming.

As home gaming consoles grew more popular, their games were of course made by the people already in the industry, so game design just stuck to what they know - high difficulty, limited number of lives, which led to the popular "nintendo-hard" label, referring to NES games.

As arcade machines declined in popularity and video game design matured, the concept of limited lives slowly fell out of favor. It typically made way for quick saves and instant, infinite restarts with short levels (think Super Meat Boy), in order to preserve the flow of a game, as opposed to setting back the player to the beginning of a level or checkpoint as a punishment for failure.

In the old days a game could not afford to give you infinite lives? That would be a fallacy to state that without mentioning games like Y's, Phantasy Star, Final Fantasy and some others that had a saving mechanism built in already. Also in games like SMB3 you practically had access infinite lives (you could use the skeleton turtles to get them).

The reason many games could not afford to provide you with infinite lives was that it would make the game-play experience (of getting from start to finish) too short and therefore (in the eyes of some players) nearly exhausting the enjoyment that could be had with that game too soon. That was considered a fault back then because there was no web to let you hop directly to the next game; Games were often bought by parents and played by kids and if the kids whined that they needed / wanted a new game too soon, the game would probably not be considered a sound investment. Gamers and their parents wanted to get the most out of their money so a game had to be long, highly challenging and maze-like (See Phantasy Star and to some extent Y's, Golvellius and WonderBoy III) or artificially increase challenge by having a limited number of tries to get from start to finish (so you practically never see the ending or only after a long effort) and requiring the player to master and possibly memorize many aspects of the game.

If you're telling a story, you don't want to have limited lives.. and if you're not and the player is, basically, playing for a high score, something very few games aim for anymore, there are more entertaining ways to practically give the player "more lives". Such as limited amount of shields, plain hit points, etc.

One game I played recently that actually does have limited "lives" is shatter, which is a breakwall game (but the best of that genre I've seen so far); you get a limited number of balls. Once you run out of those, the game does let you continue, but your score resets; so the concept is still out there. I haven't played a lot of shmups lately but I wouldn't be surprised if they still had limited lives.

The deprecation of the "many lives" dynamic was based on what was going on in the arcades. Games of the late 70s and early 80s, as you mention, typically had three lives along with the ability to gain extra lives either through scoring a certain number of points or power ups.

Now I know this may be controversial for a hardcore server, but it may be interesting to have a way to earn or craft extra lives up to a cap of current extra lives. However, it would have to be difficult to get them.

In Banjo-Kazooie, Extra Lives appear in every level, including both the Spiral Mountain and Gruntilda's Lair hub worlds, and there are a total of 49 Extra Lives. Each level features either two or three Extra Lives, although in the final level, Click Clock Wood, the Extra Lives are relocated based on the current season. Extra Lives most often appear in well-hidden or hard-to-reach areas. When Banjo and Kazooie obtain an Extra Life, it is added to their health bar, where a number represents their current number of lives. If Banjo and Kazooie exit then later re-enter a level, the Extra Lives return to their original locations, if the duo have obtained any.

By default, Banjo and Kazooie start out with four extra lives. Their current number of extra lives is displayed from the health bar, next to an icon of their heads. The counter is only represented by one-digit numbers, therefore only counting up to ten. However, Banjo and Kazooie can exceed this number and obtain ten or more extra lives; if they lose a life, the game internally subtracts from their total number of lives, and the counter remains at ten. If Banjo and Kazooie lose their tenth extra life, the lives counter goes down to nine, and so forth. If the player resets the game, Banjo and Kazooie's lives are reset back to four.

These respectively will store the number of lives, the text label that displays the number of lives that remain, and a text label that will be shown on screen when the player loses one of their lives.

As you probably noticed we're using the same styling for all three texts: scoreText, livesText and lifeLostText. If we ever want to change the font size or color we will have to do it in multiple places. To make it easier for us to maintain in the future we can create a separate variable that will hold our styling, let's call it textStyle and place it before the text definitions:

I grew up playing Sonic on Master System and now I've got a touch ofĀ 

nostalgia and Sonic-playing frenzy and I've started playing the GenesisĀ 

version (the original). Now, my problem is this: I knew the 8-bitĀ 

version inside-out, where are the hidden lives and the chaos emeraldsĀ 

and everything, and now I'm trying to play the Genesis version in theĀ 

same fashion. But, there's the rub, I cannot seem to find the extra lifeĀ 

"monitor" on the very first level, Green Hill - Zone 1. I've tried allĀ 

my 8-bit Sonic tricks, jumping into chasms hoping that somewhere downĀ 

there I would find an extra life and a jump spring but no luck. TheĀ 

gameFAQs on-line don't seem to help... So, is there an extra life onĀ 

this level? And can you say as a rule that there has to be an extra lifeĀ 

box on every level or is the situation a bit more random in the 16-bitĀ 

version?Thanx for any info!

Regards,- R.

Ā 9af72c28ce

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