The bottom line
Lives are not outdated, because whether they work depends on how and why a designer builds them, not on the idea itself. A lives system should be added with intention, never just because platformers have always had one.
Key takeaways
- A lives system is a trade between permanent and temporary checkpoints. 0:57
- Dying costs one life and returns you to the last temporary checkpoint. Running out sends you back to the last permanent save.
- The gap between permanent saves has shrunk over time. Donkey Kong went from the start of the game, to save points, to the start of each level.
- Many designers now drop lives because they frustrate players and are hard to balance. 2:54
- Sonic Mania only saves permanently at the start of each zone. US Gamer called its lives system obnoxious and infuriating.
- Games either hand out so many lives that they mean nothing, or so few that difficulty spikes.
- Lives still add stakes, valuable rewards and a meta challenge. 3:41
- Fear of losing progress pushes players toward precise play instead of brute-force attrition.
- A 1-UP is worth hunting for when it stands between you and half an hour of repeated content.
- Designers can rebuild lives so the pros are kept and the cons are softened. 4:51
- Furi gives exactly three lives at the start of each boss fight. Kero Blaster lets you keep upgrades and cash after a Game Over.
- Shovel Knight lets you destroy checkpoints for gems, at the risk of a longer trek back if you die.
- The smartest fix rewards players who need few retries instead of punishing those who run out. 6:31
- In Crash Bandicoot 4's Modern mode, lives carry no penalty, but a gem requires finishing a level with fewer than three retries.
- Beginners never fear Game Over, and advanced players can opt in to the extra challenge.
Great games aren't made by thoughtlessly copying trends and tropes. The most amazing games come about when every single system is added with intention, thought, and care.
Mark Brown
Chapter summaries
0:00 Intro
Whether games still need lives is an open design debate.
- Crash Bandicoot 4 makes players choose a play-style before they start. 0:07
- Modern or Retro decides whether the game has lives.
- The debate has run for about a decade, in platformers, brawlers and shoot 'em ups.
- The core question is whether lives are still relevant or just an antiquated relic of the arcade era.
0:57 What is a Lives System?
Lives are fading from games, and many designers now give players unlimited retries.
- Crash 4's Retro mode uses the classic setup. 1:58
- Finishing a level is permanent progress, and checkpoint boxes are temporary.
- Some games add quirks like continues, but the core is still permanent versus temporary saves.
- Many games now make every checkpoint permanent. 2:04
- Super Mario Odyssey is the first major Mario game without lives.
- Most indie platformers dropped them too.
- Lives meant almost nothing in Super Mario 64.
- Edmund McMillen says removing lives lets difficulty rest more on the actual level design and challenge.
2:54 The Argument Against Lives
Lives punish players by making them replay content they have already beaten.
- Losing lives is frustrating, especially for newcomers. 3:00
- Redoing parts you already finished feels like wasted effort.
- New and inexperienced players seem to find it especially rough, even when it only sends them back to the start of a level.
- US Gamer's review was the written equivalent of an Alt-F4 rage quit.
- The point about newcomers rests on anecdotal evidence.
3:41 The Argument For Lives
Lives make progress feel earned and turn your resources into a challenge that spans a whole run.
- The threat of loss makes each save point feel earned. 4:00
- Players play precisely and on purpose, not sloppily.
- Reaching the next permanent save brings extra satisfaction.
- Extra lives push players to hunt 100 coins, play bonus mini-games, find secrets and take risks.
- Lives turn a run into a chain of linked challenges. 4:25
- How well you do in one part carries into the rest.
- In Mega Man you perfect the early stage to reach the robot master with enough health, lives and ammo.
4:51 Innovating on Lives
| Lives per level | Softer Game Over | Checkpoints as stakes | |
|---|---|---|---|
| Example | Furi | Kero Blaster | Shovel Knight, Ori |
| Problem fixed | Stockpiles or shortages | Repeating content is a chore | No meta challenge |
| Mechanic | Always 3 lives per boss | Keep upgrades and cash, shop at the hospital | Break or buy checkpoints |
| Player's choice | None, a fair start | What to buy | Save now or risk it |
Lives can be rebuilt so that their frustration shrinks and their stakes stay.
- Tying lives to the level fixes the balance problem. 5:01
- Lives tied to the character can pile up into an overblown advantage or a crushing disadvantage.
- A fixed count per stage means no fight starts lopsided.
- The player never carries a stockpile from one stage into the next.
- A Game Over stings less when repeating old content isn't a chore. 5:18
- Kero Blaster wakes you in a hospital with a drug store that sells extra lives and health.
- Sonic games offer alternative routes on repeat visits.
- Roguelikes lose massive chunks of progress on death.
- Completely randomised content makes up for that loss.
- Checkpoints can carry a meta challenge without any lives. 5:54
- In Panzer Paladin, activating a checkpoint costs a weapon.
- In Ori and the Blind Forest, you spend currency to make your own checkpoints.
- Skipping Panzer Paladin checkpoints keeps your arsenal stuffed.
- In Ori, you decide where to save and whether you can afford it.
6:31 Flipping Lives Upside Down
| Classic lives (punish) | Flipped lives (reward) | |
|---|---|---|
| Losing a life | Sends you back on Game Over | Only lowers your score |
| New players | Harsh setbacks | Never stuck |
| Advanced players | Forced stakes | Opt-in challenge |
| Example | Sonic Mania | Sonic Forces, Crash 4, 1CC runs |
Rewarding players who need few retries works better than punishing those who run out of lives.
- Counting retries as a score turns lives into an optional challenge. 6:38
- Bullet hell shooters allow infinite continues, yet a whole community chases the 1CC.
- Sonic Forces counts retries against your final score.
- 1CC means one credit clear, finishing the entire game without dying.
- To earn the high ranks in Sonic Forces, you must finish the stage on a single life.
7:40 Conclusion
Whether lives are outdated depends on how and why a designer uses them.
- Lives work when they are balanced, supported by other systems and well presented, and added for a reason. 7:40
- The how covers balance, support from the game's other systems, and presentation to the player.
- The why matters more.
- Lives often get added because that's what platformers have always done.
- Another bad reason is a misguided attempt to capture the feeling of a retro game.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Lives are neither outdated nor essential: they are a set of trade-offs around stakes, rewards and frustration, and the useful question is why a game includes them. Crash Bandicoot 4's Modern mode, which keeps counting lives to unlock a gem for low-retry clears, is the smartest example of reworking the idea.
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