Editing Extra life

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''[[Super Mario Bros.]]'' allows players to earn up to 127 lives, but (in the NES version only) earning more than that gives a Game Over in the next death due to a signed integer overflow. A fast way to reach the maximum is through the infinite lives trick, done by kicking [[Koopa Shell]]s (and occasionally [[Buzzy Shell]]s) repeatedly against staircases, such as at the end of [[World 3-1 (Super Mario Bros.)|World 3-1]]. The trick was removed from ''[[VS. Super Mario Bros.]]'' by having most [[Koopa Troopa|Koopa]]s or [[Buzzy Beetle]]s descending staircases in some levels replaced by [[Goomba]]s. If the player receives 10 or more lives, a crown and a symbol are displayed instead of the number. The NES version of ''[[Super Mario Bros. 2]]'' allows players to earn up to 255 lives, but earning more than 100 lives causes the tens digit of the life counter to show letters. As of ''[[Super Mario Bros. 3]]'', the maximum number of lives [[Mario]] or [[Luigi]] can typically obtain is 99 (though in the original NES version of said game, the last life is designated as "0," meaning the player can technically hold 100). In ''[[Super Mario 3D Land]]'', ''[[New Super Mario Bros. 2]]'', and ''[[Super Mario 3D World]]'', players can have up to 1,110 lives, with the hundreds, tens, and ones digits turning into crowns when the player reaches 1,000, 1,100, and 1,110 lives, respectively. In ''[[Super Mario Maker]]''{{'}}s 10/100 Mario Challenge, ''[[Super Mario Maker for Nintendo 3DS]]''{{'}}s Super Mario Challenge, and ''[[Super Mario Maker 2]]''{{'}}s Story Mode and Endless Challenge, up to three extra lives can be received per course/job, with a maximum of 100 (in the first two games) or 99 (in ''Super Mario Maker 2''). However, in ''Super Mario Maker 2''{{'}}s Story Mode, the current number of lives always defaults to five when the player enters a different job.
''[[Super Mario Bros.]]'' allows players to earn up to 127 lives, but (in the NES version only) earning more than that gives a Game Over in the next death due to a signed integer overflow. A fast way to reach the maximum is through the infinite lives trick, done by kicking [[Koopa Shell]]s (and occasionally [[Buzzy Shell]]s) repeatedly against staircases, such as at the end of [[World 3-1 (Super Mario Bros.)|World 3-1]]. The trick was removed from ''[[VS. Super Mario Bros.]]'' by having most [[Koopa Troopa|Koopa]]s or [[Buzzy Beetle]]s descending staircases in some levels replaced by [[Goomba]]s. If the player receives 10 or more lives, a crown and a symbol are displayed instead of the number. The NES version of ''[[Super Mario Bros. 2]]'' allows players to earn up to 255 lives, but earning more than 100 lives causes the tens digit of the life counter to show letters. As of ''[[Super Mario Bros. 3]]'', the maximum number of lives [[Mario]] or [[Luigi]] can typically obtain is 99 (though in the original NES version of said game, the last life is designated as "0," meaning the player can technically hold 100). In ''[[Super Mario 3D Land]]'', ''[[New Super Mario Bros. 2]]'', and ''[[Super Mario 3D World]]'', players can have up to 1,110 lives, with the hundreds, tens, and ones digits turning into crowns when the player reaches 1,000, 1,100, and 1,110 lives, respectively. In ''[[Super Mario Maker]]''{{'}}s 10/100 Mario Challenge, ''[[Super Mario Maker for Nintendo 3DS]]''{{'}}s Super Mario Challenge, and ''[[Super Mario Maker 2]]''{{'}}s Story Mode and Endless Challenge, up to three extra lives can be received per course/job, with a maximum of 100 (in the first two games) or 99 (in ''Super Mario Maker 2''). However, in ''Super Mario Maker 2''{{'}}s Story Mode, the current number of lives always defaults to five when the player enters a different job.


Early arcade games, such as ''[[Donkey Kong (game)|Donkey Kong]]'', typically award an extra life after a large number of [[point]]s is acquired by the player. However, the 1-up independent of score did not emerge until the original ''Super Mario Bros.'' In this game, the [[1-Up Mushroom]] was introduced. This special item merely needs to be collected to reward the player with an extra life. However, 1-Up Mushrooms are typically hidden and are very hard to acquire. This trend continued in other platform and adventure games, and as such, extra lives were often seen as the ultimate bonus of early gaming. Examples of life-giving items include the 1-Up Mushroom and [[3-Up Moon]].
Early arcade games, such as ''[[Donkey Kong (game)|Donkey Kong]]'', typically awarded an extra life after a large number of [[point]]s was acquired by the player. However, the 1-up independent of score did not emerge until the original ''Super Mario Bros.'' In this game, the [[1-Up Mushroom]] was introduced. This special item merely needed to be collected to reward the player with an extra life. However, 1-Up Mushrooms were typically hidden and were very hard to acquire. This trend continued in other platform and adventure games, and as such, extra lives were often seen as the ultimate bonus of early gaming. Examples of life-giving items include the 1-Up Mushroom and [[3-Up Moon]].


''Super Mario Bros.'' also introduced another concept associated with 1-ups—collection of 100 objects. In the game, if 100 [[coin]]s are collected, the player is rewarded with an extra life. In many platform and adventure games, collecting 100 of a specific item grants a 1-up (such as in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]], where collecting 100 [[banana]]s yields an extra life). ''[[Super Mario 64]]'' alters this formula—collecting 100 coins gives the player a [[Power Star]], and after the player leaves the level using any Star, 1-ups are granted at 50, 100, and 150 coins (but no other intervals). The extra lives from collecting coins register only if one of the regular Stars in the level is collected. Unlike in most other games, every time the player leaves their save file and returns, the number of lives is always reverted to the default setting. In other games, a low number of items can be collected for an extra life. These include the [[Dragon Coin]]s of ''[[Super Mario World]]'', where five coins give an extra life, and the [[KONG Letters]] of the ''Donkey Kong Country'' series, where all four letters grant a 1-up, but only if a complete set is acquired in a single level, unlike coins and bananas, which have a running total throughout the game. Some games also feature items that award more than one extra life, such as the 3-Up Moon from ''Super Mario World'' and ''[[New Super Mario Bros. U]]'' and the various colored [[Red Balloon|Extra Life Balloon]]s of ''[[Donkey Kong Country]]'', which yield a different number of extra lives based on color. In some games, 1-ups award full [[Health Meter|health]], such as in ''[[Super Mario Sunshine]]''.
''Super Mario Bros.'' also introduced another concept associated with 1-ups—collection of 100 objects. In the game, if 100 [[coin]]s are collected, the player is rewarded with an extra life. In many platform and adventure games, collecting 100 of a specific item grants a 1-up (such as in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]], where collecting 100 [[banana]]s yields an extra life). ''[[Super Mario 64]]'' alters this formula—collecting 100 coins gives the player a [[Power Star]], and after the player leaves the level using any Star, 1-ups are granted at 50, 100, and 150 coins (but no other intervals). The extra lives from collecting coins register only if one of the regular Stars in the level is collected. Unlike in most other games, every time the player leaves their save file and returns, the number of lives is always reverted to the default setting. In other games, a low number of items can be collected for an extra life. These include the [[Dragon Coin]]s of ''[[Super Mario World]]'', where five coins give an extra life, and the [[KONG Letters|K-O-N-G Letters]] of the ''Donkey Kong Country'' series, where all four letters grant a 1-up, but only if a complete set is acquired in a single level, unlike coins and bananas, which have a running total throughout the game. Some games also feature items that award more than one extra life, such as the 3-Up Moon from ''Super Mario World'' and ''[[New Super Mario Bros. U]]'' and the various colored [[Red Balloon|Extra Life Balloon]]s of ''[[Donkey Kong Country]]'', which yield a different number of extra lives based on color. In some games, 1-ups award full [[Health Meter|health]], such as in ''[[Super Mario Sunshine]]''.


In the first ''Donkey Kong Country'', the [[Kong]]s can also obtain an extra life by [[jump]]ing on eight enemies in succession. This behavior returns in ''[[Donkey Kong Country Returns]]'' and ''[[Donkey Kong Country: Tropical Freeze]]'', replacing a [[Banana Coin]] obtained from the previous few enemies in succession.
In the first ''Donkey Kong Country'', the [[Kong]]s can also obtain an extra life by [[jump]]ing on eight enemies in succession. This behavior also returns in ''[[Donkey Kong Country Returns]]'' and ''[[Donkey Kong Country: Tropical Freeze]]'', replacing a [[Banana Coin]] obtained from the previous few enemies in succession.


Extra lives can also be obtained by jumping on each enemy consecutively without touching the ground. As the player jumps on each enemy, they earn points. After the player jumps on the eighth enemy, they earn an extra life. This technique can be used in most of the 2D games of the ''Super Mario'' franchise, and in 3D games of the franchise on the [[Space Junk Galaxy#Yoshi Planet|Yoshi planet]] in [[Space Junk Galaxy]] in ''[[Super Mario Galaxy]]'' and the [[Supermassive Galaxy#Giant Koopas Planet|Giant Koopas planet]] in the [[Supermassive Galaxy]] in ''[[Super Mario Galaxy 2]]'' (except in these games and ''Super Mario 3D Land'', the player does not earn points but still earns an extra life after jumping on the eighth enemy in ''Super Mario Galaxy'' and ''Super Mario Galaxy 2'' or fifth enemy in ''Super Mario 3D Land'').
Extra lives can also be obtained by jumping on each enemy consecutively without touching the ground. As the player jumps on each enemy, they earn points. After the player jumps on the eighth enemy, they earn an extra life. This technique can be used in most of the 2D games of the ''Super Mario'' franchise, and in 3D games of the franchise on the [[Space Junk Galaxy#Yoshi Planet|Yoshi planet]] in [[Space Junk Galaxy]] in ''[[Super Mario Galaxy]]'' and the [[Supermassive Galaxy#Giant Koopas Planet|Giant Koopas planet]] in the [[Supermassive Galaxy]] in ''[[Super Mario Galaxy 2]]'' (except in these games and ''Super Mario 3D Land'', the player does not earn points but still earns an extra life after jumping on the eighth enemy in ''Super Mario Galaxy'' and ''Super Mario Galaxy 2'' or fifth enemy in ''Super Mario 3D Land'').

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