HOME

TheInfoList



OR:

In
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, a life is a play-turn that a
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest or a continue particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their
health Health, according to the World Health Organization, is "a state of complete physical, mental and social well-being and not merely the absence of disease and infirmity".World Health Organization. (2006)''Constitution of the World Health Organiza ...
, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. The number of lives a player is granted varies per game type. A finite number of lives became a common feature in
arcade games An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
and
action games An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
during the 1980s, and mechanics such as checkpoints and
power-up In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen ...
s 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.


History

Lives may have originated from the
pinball Pinball games are a family of games in which a ball is propelled into a specially designed table where it bounces off various obstacles, scoring points either en route or when it comes to rest. Historically the board was studded with nails call ...
mechanic of having a limited number of balls. A finite number of lives (usually three) became a common feature in arcade games. Much like in pinball games, the player's goal was usually to score as many points as possible with their limited number of lives.
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. It b ...
's classic
arcade video game An arcade video game takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. Most arcade video games are coin-operated, housed in an arca ...
''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and set ...
'' (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. Later, refinements of health, defense and other
attributes Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a proper ...
, as well as
power-ups In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen ...
, 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 ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' resorting to
save scumming A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardw ...
in order to preserve their lives rather than start from an in-game checkpoint 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 when they die, allowing them to undo or rewind their progress until such time as they are safe, as in ''Prince of Persia: The Sands of Time'', or making saving the player from death contingent on successfully executing a
QTE In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the ...
, as in ''Batman: Arkham Asylum''.


Usage

It is common in
action games An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
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.
Role-playing games A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal ac ...
and
adventure games An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based me ...
usually grant only one, but allow player-characters to reload a
saved game A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardw ...
. 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 experiment with different strategies to find one that works. 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. Many older video games feature
cheat codes Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier. Cheats may be activated from within the game itself (a cheat code implemented by ...
that allow you to gain extra lives without earning them throughout gameplay. One example is
Contra Contra may refer to: Places * Contra, Virginia * Contra Costa Canal, an aqueduct in the U.S. state of California * Contra Costa County, California * Tenero-Contra, a municipality in the district of Locarno in the canton of Ticino in Switzerland ...
, which added the option to input the
Konami code The Konami Code ( ja, コナミコマンド, ''Konami Komando'', "Konami command"), also commonly referred to as the Contra Code and sometimes the 30 Lives code, is a cheat code that appears in many Konami video games, as well as some non-Konam ...
to get 30 extra lives. In modern times, some
free-to-play Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which ...
games, such as the '' Candy Crush Saga'' trilogy, capitalize on the multiple life system to create an opportunity to earn more
microtransactions Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransact ...
. 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
purchase Purchasing is the process a business or organization uses to acquire goods or services to accomplish its goals. Although there are several organizations that attempt to set standards in the purchasing process, processes can vary greatly between ...
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 ''not'' deplete when a level is successfully completed, unlike energy.


Extra lives

An extra life, also called a 1-up, is a video game
item Item may refer to: Organizations * ''Instituto del Tercer Mundo'' (ITeM), the Third World Institute * ITEM club, an economic forecasting group based in the United Kingdom Newspapers * ''The Item'', an American independent, morning newspaper ...
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 ''
Super Mario Bros. is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game '' Mario Bros.'' and the first game in the ''Super Mario'' series, it was first released in 1985 for ...
'', where a green "1-Up Mushroom" gives the player an extra life. The term quickly caught on, seeing use in both home and arcade video games. 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 checkpoint 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 repeated for as many lives as the player desires. There are also rare instances where a player may get as many lives as desired in a single life. One such case is possible in ''
Super Mario Galaxy 2 is a 2010 platform video game developed and published by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to 2007's ''Super Mario Galaxy''. It was released worldwide in 2010. Much like the first game, the story follow ...
'' for the
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other Regional lockout, regions of the world. It is Nintendo's fifth major ho ...
. In this game's Supermassive Galaxy level, there is a small disc-shaped dirt planet upon which three Koopas (enlarged, as fits the theme of the level) walk. It is possible to jump and bounce on the shell of one of them, and, over the course of a few minutes of bouncing, cultivate the maximum number of 99 lives.


References

{{video game gameplay Video game terminology Player progress tracking in video games