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1-Up
In video games, a life is a play-turn that a player character 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. Sometimes the euphemisms chance, try, rest and continue are used, particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their Health (game terminology), health, 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 and action games during the 1980s, and mechanics such as checkpoint (video gaming), checkpoints and power-ups 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 ...
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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 mechanics, game mechanic. This is in contrast to an Item (game), item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in ''Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power capsules from ''Pac-Man'' (regarded as the first power-up) and the Super Mushroom from ''Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video ga ...
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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 by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in ''Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power capsules from ''Pac-Man'' (regarded as the first power-up) and the Super Mushroom from '' Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games, by the fact that they ...
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Game Over
"Game over" is a message in video games which informs the player that their play session has ended, usually because the player has reached a loss condition. It also sometimes appears at the successful completion of a session, especially in games designed for arcades, after the player has exhausted the game's supply of new challenges. The phrase has since been turned into quasi-slang, usually describing an event that will cause significant harm, injury, bad luck, or even death to a person. However, since the turn of the century, it has largely fallen out of fashion in favor of unlimited lives and endless checkpoints with autosaves, although it very much remains the norm in arcades, as they require payment inserts. History The phrase was used as early as 1950 in devices such as electro-mechanical pinball machines, which would light up the phrase with a lamp (lightbulb). Before the advent of home consoles and personal computing, arcades were the predominant platform for p ...
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Lives And Health In Gaming
Lives may refer to: * The plural form of a ''life'' * Lives, Iran, a village in Khuzestan Province, Iran * The number of lives in a video game * ''Parallel Lives'', aka ''Lives of the Noble Greeks and Romans'', a series of biographies of famous men, written by Plutarch and thus often called ''Plutarch's Lives'' or ''The Lives of Plutarch'' * ''LiVES'', a video editing program and VJ tool * "Lives", a song by Daron Malakian and Scars on Broadway from the album ''Dictator'' * "Lives", a song by Modest Mouse from the album ''The Moon & Antarctica'' * A short form of ''Lives of the Most Excellent Painters, Sculptors, and Architects'', a 16th-century book by Giorgio Vasari * 'LIVES' - Lincolnshire Integrated Voluntary Emergency Service, Prehospital care provider in Lincolnshire, UK See also *Live (other) *Life (other) Life is the characteristic that distinguishes organisms from inorganic substances and dead objects. Life or The Life may also refer to: Human life * ...
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Contra (video Game)
is a 1987 run and gun game developed and published by Konami for arcades. A home version was released for the Nintendo Entertainment System in 1988, along with ports for various home computer formats, including the MSX, MSX2. The arcade and computer versions were localized as ''Gryzor'' in Europe, and the NES version as ''Probotector'' in the PAL region. The arcade game was a commercial success worldwide, becoming one of the top four highest-grossing dedicated arcade games of 1987 in the United States. The NES version was also a critical and commercial success, with ''Electronic Gaming Monthly'' awarding it for being the Action game, Best Action Game of 1988. Several Contra (series), ''Contra'' sequels were produced following the original game. Gameplay Overview ''Contra'' employs a variety of playing perspectives, which include a standard side view, a pseudo-3D view (in which the player proceeds by shooting and moving towards the background, in addition to left or right) and ...
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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 the original game developers), or created by third-party software (a game trainer or debugger) or hardware (a cheat cartridge). They can also be realized by exploiting software bugs. History The first cheat codes were put in place for play testing purposes. Playtesters had to rigorously test the mechanics of a game and introduced cheat codes to make this process easier. An early cheat code can be found in ''Manic Miner'', where typing "6031769" (based on Matthew Smith's driving license) enables the cheat mode. Within months of '' Wizardry: Proving Grounds of the Mad Overlord''s 1981 release, at least two commercial trainers appeared. 1983 advertisements for "The Great Escape Utility" for '' Castle Wolfenstein'' (1981) promised that t ...
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Trial And Error
Trial and error is a fundamental method of problem-solving characterized by repeated, varied attempts which are continued until success, or until the practicer stops trying. According to W.H. Thorpe, the term was devised by C. Lloyd Morgan (1852–1936) after trying out similar phrases "trial and failure" and "trial and practice". Under Morgan's Canon, animal behaviour should be explained in the simplest possible way. Where behavior seems to imply higher mental processes, it might be explained by trial-and-error learning. An example is a skillful way in which his terrier Tony opened the garden gate, easily misunderstood as an insightful act by someone seeing the final behavior. Lloyd Morgan, however, had watched and recorded the series of approximations by which the dog had gradually learned the response, and could demonstrate that no insight was required to explain it. Edward Lee Thorndike was the initiator of the theory of trial and error learning based on the findings h ...
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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 hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Adventure Video Game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an Interactive storytelling, interactive story, driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games (List of text-based computer games, text and List of graphic adventure games, graphic) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. ''Colossal Cave Adventure'' is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include ''Zork'', ''King's Quest'', ''Monkey Island'', ''Syberia'', and ''Myst''. Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate the player's com ...
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Role-playing Video Game
Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills). Role-playing games almost always feature combat as a defining feature and traditionally used Turn-based role-playing game, turn-based combat; however, modern role-playing games commonly feature real-time Action role-playing game, action combat or even non-violent forms of conflict resolution (with some eschewing combat altogether). Further, many games have incorporated role-playing elements such as character advancement and quests while remaining within other genres. Role-playing video games have their origins in tabletop role-playing games and use much of the same :Role-playing game terminology, terminology, Campaign setting, settings, and Game mechanics, game mechanics. Other major similarities with pen-and-paper games include develope ...
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Arkham Asylum
Arkham Asylum () is a fictional psychiatric hospital appearing in American comic books published by DC Comics, commonly in stories featuring Batman. It first appeared in ''Batman'' #258 (October 1974), written by Dennis O'Neil with art by Irv Novick. Located in Gotham City, the asylum houses patients who are Insanity defense, criminally insane, as well as select prisoners with unusual medical requirements that are beyond a conventional prison's ability to accommodate. Its high-profile patients are often members of Batman's List of Batman Family enemies#Classic rogues gallery, rogues gallery. History Located in Gotham City, Arkham Asylum is where Batman's foes who are considered to be mentally ill are brought as patients (other foes are incarcerated at Blackgate Penitentiary). Although it has had numerous administrators, some comic books have featured Jeremiah Arkham. Inspired by the works of H. P. Lovecraft, and in particular his fictional city of Arkham, Massachusetts, the as ...
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