Search/Recent Changes
DBTropes
...it's like TV Tropes, but LINKED DATA!

Continuing is Painful

 Continuing is Painful
type
FeatureClass
 Continuing is Painful
label
Continuing is Painful
 Continuing is Painful
page
ContinuingIsPainful
 Continuing is Painful
comment
You're out for the count. You exhausted your last life or last ounce of energy and your character is done. Game Over, dude. Have a Nice Death! No problem, you'll just continue and try again, right? Not quite! The challenge is beefed up even more and the game is even harder than it was before you were defeated, whether it is starting without power ups or the like. This trope usually applies to games that use a health bar system or life count. If this gets bad enough, the only way to beat the game might be to start all over and do it without a game over.
Despite the high cost, this is still an example of Death is Cheap in games where loss equals death, since it means that returning from the dead is nearly guaranteed despite its disadvantages.
This is a sub-trope of Death as Game Mechanic, which covers all sorts of changes and affects death can have on gameplay beyond making the game harder or undoing your progress. The opposite of Death Is a Slap on the Wrist and Mercy Mode. Contrast Anti-Frustration Features, where dying makes the game lower the difficulty for you. If continuing takes you back to a much earlier part of the level or game, that's Checkpoint Starvation. This trope is a frequent cause of an Unstable Equilibrium, since it's a mechanic that inherently makes the game progressively harder when you're already doing badly.
 Continuing is Painful
fetched
2024-03-14T19:45:05Z
 Continuing is Painful
parsed
2024-03-14T19:45:05Z
 Continuing is Painful
processingComment
Dropped link to BeatEmUp: Not an Item - IGNORE
 Continuing is Painful
processingComment
Dropped link to BeesongChronicles: Not an Item - UNKNOWN
 Continuing is Painful
processingComment
Dropped link to BetterToDieThanBeKilled: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to Castlevania: Not an Item - CAT
 Continuing is Painful
processingComment
Dropped link to CheckPointStarvation: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to CityGuards: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to ColorCodedItemTiers: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to ContraHardCorps: Not an Item - UNKNOWN
 Continuing is Painful
processingComment
Dropped link to CycleOfHurting: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to DarkerAndEdgier: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to DeathIsASlapOnTheWrist: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to DifficultyByRegion: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to EasilyAngeredShopkeeper: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to ExperiencePoints: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to FinalBoss: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to GameBreaker: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to GameOver: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to IfYouDieICallYourStuff: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to KilledOffForReal: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to LevelGrinding: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to LuckBasedMission: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to MMORPG: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to NewGamePlus: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to NintendoHard: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to NonLethalKO: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to OneHitKill: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to OneHitPointWonder: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to OneHundredPerCentCompletion: Not an Item - UNKNOWN
 Continuing is Painful
processingComment
Dropped link to OptionalBoss: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to Permadeath: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to SanityMeter: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to SaveScumming: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to ShootEmUp: Not an Item - IGNORE
 Continuing is Painful
processingComment
Dropped link to TotalPartyKill: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to ZombieApocalypse: Not an Item - FEATURE
 Continuing is Painful
processingComment
Dropped link to playercharacter: Not an Item - FEATURE
 Continuing is Painful
processingUnknown
Beesong Chronicles
 Continuing is Painful
processingUnknown
OneHundredPerCentCompletion
 Continuing is Painful
processingUnknown
Contra: Hard Corps (Video Game)
 Continuing is Painful
isPartOf
DBTropes
 Continuing is Painful / int_108cd205
type
Continuing is Painful
 Continuing is Painful / int_108cd205
comment
Wizardry. Did a character die? It's going to cost a ton of cash to revive that character at the temple, and it will permanently lower their stats, and on top of that it can sometimes fail, reducing the character to ashes (Permadeath).
Before any of that could happen, your surviving characters (or a whole new party, in the case of a Total Party Kill) have to wander into the maze that killed your former badasses and retrieve the bodies! What's more, if you take too long doing it, the bodies will have disappeared. The manual says monsters drag them away and eat them.
 Continuing is Painful / int_108cd205
featureApplicability
1.0
 Continuing is Painful / int_108cd205
featureConfidence
1.0
 Wizardry (Video Game)
hasFeature
Continuing is Painful / int_108cd205
 Continuing is Painful / int_1102a76a
type
Continuing is Painful
 Continuing is Painful / int_1102a76a
comment
Some games that make you respawn in place if you continue make you restart the level instead at certain points in the game, such as the last stages of Aero Fighters 2 and 3 or the last 3 stages of Varth: Operation Thunderstorm.
 Continuing is Painful / int_1102a76a
featureApplicability
1.0
 Continuing is Painful / int_1102a76a
featureConfidence
1.0
 Aero Fighters (Video Game)
hasFeature
Continuing is Painful / int_1102a76a
 Continuing is Painful / int_110dcdca
type
Continuing is Painful
 Continuing is Painful / int_110dcdca
comment
In The Legend of Zelda: A Link Between Worlds, dying means losing all the items you've rented and having to pay the in-game money to rent them again. Hope you like a long trip back from Ravio's Shop every time you mess up in the first half of the game! The only mercy is that you're teleported there should you choose to continue. Or you can just quit and restart with said items intact, but that obviously loses a lot more progress. Subverted when you cough up the extra money needed to buy the gear, which adds it to your inventory permanently. Once you buy them all, Ravio even encourages you to die as much as you want.
 Continuing is Painful / int_110dcdca
featureApplicability
-0.3
 Continuing is Painful / int_110dcdca
featureConfidence
1.0
 The Legend of Zelda: A Link Between Worlds / Videogame
hasFeature
Continuing is Painful / int_110dcdca
 Continuing is Painful / int_113d7fa
type
Continuing is Painful
 Continuing is Painful / int_113d7fa
comment
Rengoku:
Downplayed. Dying makes you Meltdown and return to the floor entrance, while dropping all carried weapons in the room to be picked up later. Depending on if the player has any backup set of weapons, it may be a challenge to not only progress through the floor, but also getting the old gear back.
Played straight with HEAVEN challenges in the second game, which use a separate inventory. On Meltdown, HEAVEN-A puts you 4 floors below, while HEAVEN-B and HEAVEN-C kick you out enitrely.
 Continuing is Painful / int_113d7fa
featureApplicability
1.0
 Continuing is Painful / int_113d7fa
featureConfidence
1.0
 Rengoku (Video Game)
hasFeature
Continuing is Painful / int_113d7fa
 Continuing is Painful / int_11ad35ca
type
Continuing is Painful
 Continuing is Painful / int_11ad35ca
comment
Hydorah is a shoot 'em up that lets you save your progress, but only a few times. To earn more saves you must get skilled enough to defeat the latter bosses. Dying in general also drops weapon power by a third.
 Continuing is Painful / int_11ad35ca
featureApplicability
1.0
 Continuing is Painful / int_11ad35ca
featureConfidence
1.0
 Hydorah (Video Game)
hasFeature
Continuing is Painful / int_11ad35ca
 Continuing is Painful / int_1215a23d
type
Continuing is Painful
 Continuing is Painful / int_1215a23d
comment
Genshin Impact: If you lose a boss battle, then you will respawn somewhere nearby. If you used up all of your health items, then you will have to go out and grind for the ingredients to make some more before you retry the boss. There is no save/load system, only quit and restart, so going back to a previous save is not an option.
 Continuing is Painful / int_1215a23d
featureApplicability
1.0
 Continuing is Painful / int_1215a23d
featureConfidence
1.0
 Genshin Impact (Video Game)
hasFeature
Continuing is Painful / int_1215a23d
 Continuing is Painful / int_1331990c
type
Continuing is Painful
 Continuing is Painful / int_1331990c
comment
Each time Homura from Puella Magi Madoka Magica rewinds the timeline, the person she's trying to save from death just gets more and more karmic potential loaded on to her and her previous friends grow more distrustful to her. Therefore, each time Homura hits the Reset Button, her goal gets progressively more difficult and her beloved's tragic fate gets written in stone deeper and deeper.
 Continuing is Painful / int_1331990c
featureApplicability
1.0
 Continuing is Painful / int_1331990c
featureConfidence
1.0
 Puella Magi Madoka Magica
hasFeature
Continuing is Painful / int_1331990c
 Continuing is Painful / int_13998e73
type
Continuing is Painful
 Continuing is Painful / int_13998e73
comment
In MapleStory, once you leave Maple Island, dying takes off 10% of your EXP bar. This is not to be taken lightly, as you need massive amounts of Level Grinding just to gain one level.
 Continuing is Painful / int_13998e73
featureApplicability
1.0
 Continuing is Painful / int_13998e73
featureConfidence
1.0
 MapleStory (Video Game)
hasFeature
Continuing is Painful / int_13998e73
 Continuing is Painful / int_13dc9b0a
type
Continuing is Painful
 Continuing is Painful / int_13dc9b0a
comment
The One Ring: Unlike any other culture, High Elves can't reduce their Shadow score without permanent cost. Every time they do, they need to mark off a skill; from then on, every use of that skill has a 1/12 chance to cause an automatic Critical Failure and incur a Shadow Point. It's both a balance feature and a representation of the malaise driving the Elves away from Middle-earth.
 Continuing is Painful / int_13dc9b0a
featureApplicability
1.0
 Continuing is Painful / int_13dc9b0a
featureConfidence
1.0
 The One Ring (Tabletop Game)
hasFeature
Continuing is Painful / int_13dc9b0a
 Continuing is Painful / int_13fd654f
type
Continuing is Painful
 Continuing is Painful / int_13fd654f
comment
Losing a life in Thunder Cross and its sequel makes you lose ALL your options, firepower, and speed ups. At least it doesn't kick you back to a checkpoint.
 Continuing is Painful / int_13fd654f
featureApplicability
1.0
 Continuing is Painful / int_13fd654f
featureConfidence
1.0
 Thunder Cross (Video Game)
hasFeature
Continuing is Painful / int_13fd654f
 Continuing is Painful / int_14d341dc
type
Continuing is Painful
 Continuing is Painful / int_14d341dc
comment
Originally Star Trek Online had no death penalty at all. Your ship blew up or you were incapacitated on the ground, and just respawned. Players complained. So, they implemented a Damage/Injury mechanic. On Advanced and Elite difficulty you have a good chance of getting one of three levels of Damage/Injury that can make continuing much more difficult unless you have Regenerators/Components suited to the Minor/Major/Critical level they can get. This can be anything from losing a few points in your Shields power levels to a completely disabled system, or worse.
 Continuing is Painful / int_14d341dc
featureApplicability
1.0
 Continuing is Painful / int_14d341dc
featureConfidence
1.0
 Star Trek Online (Video Game)
hasFeature
Continuing is Painful / int_14d341dc
 Continuing is Painful / int_158f022b
type
Continuing is Painful
 Continuing is Painful / int_158f022b
comment
In the Retro Game Master TV Show, continue limitations are one of the biggest problems Arino might face in games.
 Continuing is Painful / int_158f022b
featureApplicability
1.0
 Continuing is Painful / int_158f022b
featureConfidence
1.0
 Retro Game Master
hasFeature
Continuing is Painful / int_158f022b
 Continuing is Painful / int_16c83de8
type
Continuing is Painful
 Continuing is Painful / int_16c83de8
comment
Star Fox 64: Get killed by a boss even when you have full upgrades? Well, get ready to fight him again, but with half your lifebar and one-third your firepower. That oughta help! Star Fox: Assault is guilty of this as well. Continuing is especially painful when facing the improved Star Wolf on Venom. Couldn't beat them with the best firepower upgrade? Try doing it with your weak default laser. It doesn't help that you are immediately thrown into the fight.
 Continuing is Painful / int_16c83de8
featureApplicability
1.0
 Continuing is Painful / int_16c83de8
featureConfidence
1.0
 Star Fox 64 (Video Game)
hasFeature
Continuing is Painful / int_16c83de8
 Continuing is Painful / int_1973b10a
type
Continuing is Painful
 Continuing is Painful / int_1973b10a
comment
Sonic Unleashed is even more brutal. While score is reset, the time isn't. In the nighttime stages, score is even more important than usual. Sonic is slow as a Werehog, which means your time bonus is pretty useless. A death takes such a heavy toll on your score, that most levels in the game can be S ranked purely by not dying, regardless of any other effort placed on killing enemies or getting score. On top of that, dying will bring you back with an empty unleash meter.
 Continuing is Painful / int_1973b10a
featureApplicability
1.0
 Continuing is Painful / int_1973b10a
featureConfidence
1.0
 Sonic Unleashed (Video Game)
hasFeature
Continuing is Painful / int_1973b10a
 Continuing is Painful / int_1a5358c8
type
Continuing is Painful
 Continuing is Painful / int_1a5358c8
comment
Dungeons & Dragons Online follows a similar system to The Lord of the Rings Online above (not surprising as they were created by the same company).
 Continuing is Painful / int_1a5358c8
featureApplicability
1.0
 Continuing is Painful / int_1a5358c8
featureConfidence
1.0
 Dungeons & Dragons Online (Video Game)
hasFeature
Continuing is Painful / int_1a5358c8
 Continuing is Painful / int_1ad4fe9a
type
Continuing is Painful
 Continuing is Painful / int_1ad4fe9a
comment
Later installments in the Might and Magic series uses this trope. After your entire party dies or is knocked unconscious, you "narrowly escape death" by waking up in the starting town with 1 HP, 1 Mana, and all the gold you had on your person gone forever. Of course, since its a PC game and you have unlimited saves, you can always load a recently saved game instead of continuing to save yourself the hassle. In the early installments, it was simply an end-of-game situation.
 Continuing is Painful / int_1ad4fe9a
featureApplicability
1.0
 Continuing is Painful / int_1ad4fe9a
featureConfidence
1.0
 Might and Magic (Video Game)
hasFeature
Continuing is Painful / int_1ad4fe9a
 Continuing is Painful / int_1c9e62bd
type
Continuing is Painful
 Continuing is Painful / int_1c9e62bd
comment
Similarly, respawning after a crash in Nitronic Rush and its Spiritual Successor Distance will also take up time, which can make getting gold medals on particularly difficult tracks annoying. Moreso in the Challenge levels, where one mistake is an automatic loss.
 Continuing is Painful / int_1c9e62bd
featureApplicability
1.0
 Continuing is Painful / int_1c9e62bd
featureConfidence
1.0
 Nitronic Rush (Video Game)
hasFeature
Continuing is Painful / int_1c9e62bd
 Continuing is Painful / int_1cc11947
type
Continuing is Painful
 Continuing is Painful / int_1cc11947
comment
In the old DOS game Descent, when you die, all of your nifty lasers and missiles you spent so long collecting are left over where you died. If you planned for this, there will in almost all cases be a clean path from your starting location to your death spot, but in multiplayer it means that whoever killed you takes your stuff. Also, concussion missiles and energy powerups will disappear if you don't pick them up quickly, although other stuff won't.
 Continuing is Painful / int_1cc11947
featureApplicability
1.0
 Continuing is Painful / int_1cc11947
featureConfidence
1.0
 Descent (Video Game)
hasFeature
Continuing is Painful / int_1cc11947
 Continuing is Painful / int_1cc8e29f
type
Continuing is Painful
 Continuing is Painful / int_1cc8e29f
comment
In Destiny and Destiny 2 there are certain areas of various gametype that forces a reset to the last save point if the entire team is killed. For the most part you have unlimited revives but ammo for your weapons and special abilities remain the same as when you last died. So a team could unload all their super attacks, heavy and special ammo in an encounter, still die, and have to start over without those resources available. There have been some items given to players that can help refresh ammo and eventually raid banners are placed that will restore all ammo and ability energy to full before a significant encounter such as raids and dungeons.
 Continuing is Painful / int_1cc8e29f
featureApplicability
1.0
 Continuing is Painful / int_1cc8e29f
featureConfidence
1.0
 Destiny (Video Game)
hasFeature
Continuing is Painful / int_1cc8e29f
 Continuing is Painful / int_1d2eb0b1
type
Continuing is Painful
 Continuing is Painful / int_1d2eb0b1
comment
The original Romancing Saga doesn't use LP system and HP isn't healed up after a battle like its sequel. If you're running low on potions and have a few friends getting knocked out, it's painful to move on since there are usually like 10 more enemy troops on the screen approaching you.
Romancing SaGa 2's LP does not replenish by staying at the inn. It's not okay to have a lord running low on LP during an important mission, which can sometimes render the entire quest uncompletable by the next lord.
 Continuing is Painful / int_1d2eb0b1
featureApplicability
1.0
 Continuing is Painful / int_1d2eb0b1
featureConfidence
1.0
 Romancing SaGa (Video Game)
hasFeature
Continuing is Painful / int_1d2eb0b1
 Continuing is Painful / int_1de60f1d
type
Continuing is Painful
 Continuing is Painful / int_1de60f1d
comment
Gimmick! (1992) has infinite continues, but using one resets your score to 0 and locks you out of the Golden Ending for that playthrough. This was deliberate on the part of lead developer Tomomi Sakai, who wanted players to beat the game without continuing.
 Continuing is Painful / int_1de60f1d
featureApplicability
1.0
 Continuing is Painful / int_1de60f1d
featureConfidence
1.0
 Gimmick! (1992) (Video Game)
hasFeature
Continuing is Painful / int_1de60f1d
 Continuing is Painful / int_1e06c610
type
Continuing is Painful
 Continuing is Painful / int_1e06c610
comment
Normally on Brave Fencer Musashi you must reload your save when you die, but the game also features special item chests that allow you to make a continue point. They are free to activate, but cost you half your money every single time you respawn at one effectively making them not worth using. However, it should be noted that the gimmicky moments of the game, like the rafting segment and the underground gondola, let you continue for free.
 Continuing is Painful / int_1e06c610
featureApplicability
1.0
 Continuing is Painful / int_1e06c610
featureConfidence
1.0
 Brave Fencer Musashi (Video Game)
hasFeature
Continuing is Painful / int_1e06c610
 Continuing is Painful / int_1ee8851f
type
Continuing is Painful
 Continuing is Painful / int_1ee8851f
comment
Wild ARMs 3 does the same, but you can use a Nectar right away to restore your lost HP.
 Continuing is Painful / int_1ee8851f
featureApplicability
1.0
 Continuing is Painful / int_1ee8851f
featureConfidence
1.0
 Wild ARMs 3 (Video Game)
hasFeature
Continuing is Painful / int_1ee8851f
 Continuing is Painful / int_1f170d5e
type
Continuing is Painful
 Continuing is Painful / int_1f170d5e
comment
ADOM also has amulets of livesaving, but they're extremely rare, and You have to find one to save Khelavaster, and gain access to the Trident of the Red Rooster and the various secret endings.
 Continuing is Painful / int_1f170d5e
featureApplicability
1.0
 Continuing is Painful / int_1f170d5e
featureConfidence
1.0
 Ancient Domains of Mystery / Videogame
hasFeature
Continuing is Painful / int_1f170d5e
 Continuing is Painful / int_1f630f72
type
Continuing is Painful
 Continuing is Painful / int_1f630f72
comment
Dark Souls III is a little more generous than the first game: instead of treating humanity as the default and punishing you for dying by losing it, the equivalent state - being Embered - is treated more like a Super Mode that you lose by dying. Additionally, there's no messing about with kindling bonfires; they're either lit and working at full power, or not. It's still possible to lose a lot of effort to an unlucky hit on your way back to recover your dropped souls, though.
 Continuing is Painful / int_1f630f72
featureApplicability
1.0
 Continuing is Painful / int_1f630f72
featureConfidence
1.0
 Dark Souls III (Video Game)
hasFeature
Continuing is Painful / int_1f630f72
 Continuing is Painful / int_20e8e9bd
type
Continuing is Painful
 Continuing is Painful / int_20e8e9bd
comment
Die once on the final boss of Sonic (3) & Knuckles, and you get no rings for your next attempt. What's worse is that, in order to get to this boss, you have to go through a long stage, then fight a boss which utilizes a frustrating gimmick that can take some time to get to work. What makes this a problem? The timer doesn't reset. Have fun beating that boss with ten seconds left on the clock. It's not a problem with the True Final Boss though.
 Continuing is Painful / int_20e8e9bd
featureApplicability
1.0
 Continuing is Painful / int_20e8e9bd
featureConfidence
1.0
 Sonic 3 & Knuckles (Video Game)
hasFeature
Continuing is Painful / int_20e8e9bd
 Continuing is Painful / int_20ea6e38
type
Continuing is Painful
 Continuing is Painful / int_20ea6e38
comment
In Maximo: Ghosts to Glory, the titular hero's got a deal with The Grim Reaper. Every time Maximo is killed, Grim appears to claim his soul. Paying Grim a death coin allows you to continue. Unfortunately enemies seem to become more numerous, and armor powerups/potions become scarce. And Grim will start demanding more death coins to continue if you happen to die a lot. When he cannot pay the toll, it's curtains for Maximo.
 Continuing is Painful / int_20ea6e38
featureApplicability
1.0
 Continuing is Painful / int_20ea6e38
featureConfidence
1.0
 Maximo: Ghosts to Glory (Video Game)
hasFeature
Continuing is Painful / int_20ea6e38
 Continuing is Painful / int_210767ac
type
Continuing is Painful
 Continuing is Painful / int_210767ac
comment
What happens when your character dies in Crusader Kings usually depends on a variety of factors, including your inheritance laws, the number of relatives with claims on your title(s), the stats of your heir and so forth. If you're lucky, you can placate your rivals with gold or land, imprison some of them and redistribute their land or fight down a minor rebellion and be on your way as the new ruler of your dynasty. If you're unlucky your country is plunged into a decade long succession war, several of your vassals will declare independence, and neighbouring rulers will take the opportunity to invade provinces you are no longer able to defend.
If you die with a Gavelkind succession law, all of your land is divided evenly among your children, only one of which you'll control. If you have a lot of kids, this can leave you with a single county. If you have multiple titles of the same tier at your highest tier (i.e. multiple kingdoms as a King) then at least one of them will end up splitting off from your control entirely, which can complicate things significantly.
 Continuing is Painful / int_210767ac
featureApplicability
1.0
 Continuing is Painful / int_210767ac
featureConfidence
1.0
 Crusader Kings (Video Game)
hasFeature
Continuing is Painful / int_210767ac
 Continuing is Painful / int_21644ea6
type
Continuing is Painful
 Continuing is Painful / int_21644ea6
comment
The Power Pro-kun Pocket baseball series had a dating sim and a RPG scenario on most games. A general rule before the DS installments is that a game over will erase the player's save file, and resetting to avoid this is penalized around 3 times before the game erases the save anyway. Eventually, infinite continues were enabled but the increasingly high penalties to player attributes and inventory will result in a worthless ballplayer once the scenario is cleared.
Power Pro-kun Pocket 3 allows the player to put their custom characters in a Minesweeper game. If you trip on a mine, that character is gone. The game mocks you and shows all the items you lost before displaying the game over screen. It also does not allow resets.
Crossing into the sports genre, all games since Pawapoke 5 allow the player to register custom characters in My Pennant mode, a series of over 200 sequential baseball matches to improve their stats and perks. Each character can only be entered once, and only a single reset with a small penalty is allowed.
Normally, you'd need to invest three to five hours in a given scenario to earn a custom character. To make My Pennant easier to access and custom teams quicker to build, Pawapoke 13 and 14 had a scratch card betting minigame for building custom characters. The player has to pick 3 out of 9 spots on up to 10 cards, but getting a X mark sets the minigame back to zero.
 Continuing is Painful / int_21644ea6
featureApplicability
1.0
 Continuing is Painful / int_21644ea6
featureConfidence
1.0
 Live Powerful Pro Baseball (Video Game)
hasFeature
Continuing is Painful / int_21644ea6
 Continuing is Painful / int_2192aeb3
type
Continuing is Painful
 Continuing is Painful / int_2192aeb3
comment
Fire Emblem:
Due to Permadeath (and a bit of Video Game Caring Potential) in the games, character deaths are usually very painful. Your best unit dies to a crit because the Random Number God hates you? Well...you just lost him/her. You usually can keep going, but it's hardly worth it. And don't even think about resetting in 6, 7, or 8 in order to try and save that character. Since the game auto-saves after each combat result (including the random number seed), you'll just end up watching them die the same way all over again. The only way to save them is to restart the entire level from scratch. Averted in later games in the series, where playing in "Casual Mode" would just cause the defeated unit to retreat from the battle instead of being lost forever. Jeigan will still chews you out if you fail to keep people 'alive' during battles, though.
Fire Emblem Heroes is very painful in a different way. Defeated characters don't die permanently, but lose ALL experience and skill points gained from that particular map. And losing a map still costs stamina, which is very limited in the late game. Thankfully this was alleviated later on as EXP is kept even if a character falls and with an increase to the stamina cap, grinding became much less taxing. However this trope still applies to quests involving completing maps with all characters alive, as regardless of if one or three characters fall in a map, you are not completing the quest and since these usually involve story or training tower maps, they still cost stamina to play.
 Continuing is Painful / int_2192aeb3
featureApplicability
-1.0
 Continuing is Painful / int_2192aeb3
featureConfidence
1.0
 Fire Emblem (Franchise)
hasFeature
Continuing is Painful / int_2192aeb3
 Continuing is Painful / int_22a914c
type
Continuing is Painful
 Continuing is Painful / int_22a914c
comment
In Too Human, it first appears that Death Is a Slap on the Wrist. Although your current equipment is damaged, the penalty is rather trivial as you can always switch them or warp to the Hub Level for repairs. Losing your combo level leaves you less powerful and isn't as easily remedied, but isn't insurmountable, either. Then the realization sinks in that the dying animation with the Valkyrie coming down takes a good 45 seconds and can't be skipped, so if you die a lot, it actually starts to make you not want to play anymore. There's actually an achievement for dying 100 times, a testament to the fact that you've wasted over an hour repeatedly watching your corpse being carried off.
 Continuing is Painful / int_22a914c
featureApplicability
1.0
 Continuing is Painful / int_22a914c
featureConfidence
1.0
 Too Human (Video Game)
hasFeature
Continuing is Painful / int_22a914c
 Continuing is Painful / int_24798b73
type
Continuing is Painful
 Continuing is Painful / int_24798b73
comment
In Einhänder, playing as the secret Schabe fighter allows you to collect gunpods to upgrade your weapons from a single machine gun up to a far more powerful quad machine gun with extra missile shots. However, since you cannot choose any gunpods to start with, ANY time you die, your weapon level is reset to 1. This can be quite problematic in later levels. And in those later levels on hard mode? Good luck...
 Continuing is Painful / int_24798b73
featureApplicability
1.0
 Continuing is Painful / int_24798b73
featureConfidence
1.0
 Einhänder (Video Game)
hasFeature
Continuing is Painful / int_24798b73
 Continuing is Painful / int_24d953d0
type
Continuing is Painful
 Continuing is Painful / int_24d953d0
comment
In Metroid, no matter how many energy tanks you've found, if you die (or even if you start an old game by putting in a password), prepare to hunt down some health, as you only start with a mere 30 HP and no Energy tanks.
 Continuing is Painful / int_24d953d0
featureApplicability
1.0
 Continuing is Painful / int_24d953d0
featureConfidence
1.0
 Metroid (Video Game)
hasFeature
Continuing is Painful / int_24d953d0
 Continuing is Painful / int_2640a2f0
type
Continuing is Painful
 Continuing is Painful / int_2640a2f0
comment
In Runes of Magic, dying is an automatic 10% durability penalty, as well as 1/20 of your total XP needed to reach the next level in debt and 1/200th Total XP as TP debt, starting at level 10. While in debt, 70% of ALL of the XP/TP you earn goes to paying off the debt. Debt can be reduced if you have a Priest or Druid in the party to pick your sorry ass off the ground. Durability loss is still crippling to your ability to fight after one or two deaths if your gear is all overdura (101+ base dura), more so if it slips into the -20% power boost range (at about 50% durability). God forbid you slip to -80%, in which case it is absolutely impossible to kill ANYTHING at your level, as even the stats Lv 50 people put on their gear is outclassed by stuff a Lv 25 can get via random monster drops.
 Continuing is Painful / int_2640a2f0
featureApplicability
1.0
 Continuing is Painful / int_2640a2f0
featureConfidence
1.0
 Runes of Magic (Video Game)
hasFeature
Continuing is Painful / int_2640a2f0
 Continuing is Painful / int_26a33287
type
Continuing is Painful
 Continuing is Painful / int_26a33287
comment
In Mount & Blade, one defeat could mean the extermination of your whole army, and the loss of some or all of your equipment and a good chunk of your money. Depending on whether you had a castle with reserve troops, money in the bank or replacement weapons in a chest, this means being set back from some hours to the whole damn game.
 Continuing is Painful / int_26a33287
featureApplicability
1.0
 Continuing is Painful / int_26a33287
featureConfidence
1.0
 Mount & Blade (Video Game)
hasFeature
Continuing is Painful / int_26a33287
 Continuing is Painful / int_2819aebd
type
Continuing is Painful
 Continuing is Painful / int_2819aebd
comment
In the majority of the Mega Man (Classic) games, dying during a boss battle would mean respawning right there (assuming you've got extra lives)... minus the special weapon ammo and Energy (or Sub) Tanks that you had used, reducing your chances of success by a lot. It became really annoying if you had a lot of lives stacked, as you had to lose them all in order to regain your powerups and get a fighting chance.
 Continuing is Painful / int_2819aebd
featureApplicability
1.0
 Continuing is Painful / int_2819aebd
featureConfidence
1.0
 Mega Man (Classic) (Video Game)
hasFeature
Continuing is Painful / int_2819aebd
 Continuing is Painful / int_28468004
type
Continuing is Painful
 Continuing is Painful / int_28468004
comment
If a playable unit in Dark Deity is knocked out, they gain a "grave wound" (a permanent stat penalty) related to how they fell; for example, a fatal magic attack would take a point or two from their own magic power. Although it's less painful than outright dying, it can easily lead to the unit becoming too weak to fight back at all.
 Continuing is Painful / int_28468004
featureApplicability
1.0
 Continuing is Painful / int_28468004
featureConfidence
1.0
 Dark Deity (Video Game)
hasFeature
Continuing is Painful / int_28468004
 Continuing is Painful / int_289f3039
type
Continuing is Painful
 Continuing is Painful / int_289f3039
comment
Downplayed in Super Smash Bros. Ultimate, since you don't need to spend money to increase the intensity before starting. Instead, you can only start Classic Mode at a maximum of 5.0 intensity, but the intensity will increase during the game depending on your performance. Continuing after a defeat will reduce the difficulty by 0.5 and reduce your final rewards unless you use a Classic Ticket. Even if you do, however, you will not be able to finish the game with a 9.9 intensity level - unless you were already at 9.9 when you continued and you used a Classic Ticket to keep yourself there.
 Continuing is Painful / int_289f3039
featureApplicability
1.0
 Continuing is Painful / int_289f3039
featureConfidence
1.0
 Super Smash Bros. Ultimate (Video Game)
hasFeature
Continuing is Painful / int_289f3039
 Continuing is Painful / int_28a098b7
type
Continuing is Painful
 Continuing is Painful / int_28a098b7
comment
Likewise, losing in any of the Chocobo's Dungeon games boots you out of the dungeon, and all of your cash and items on hand that aren't equipped or stored away are lost.
 Continuing is Painful / int_28a098b7
featureApplicability
1.0
 Continuing is Painful / int_28a098b7
featureConfidence
1.0
 Chocobo's Dungeon (Video Game)
hasFeature
Continuing is Painful / int_28a098b7
 Continuing is Painful / int_295f2b35
type
Continuing is Painful
 Continuing is Painful / int_295f2b35
comment
Link: The Faces of Evil and Zelda: Wand of Gamelon have this, too. Whenever you die, you waste the lantern oil and ropes you used before.
 Continuing is Painful / int_295f2b35
featureApplicability
1.0
 Continuing is Painful / int_295f2b35
featureConfidence
1.0
 The Legend of Zelda CD-i Games (Video Game)
hasFeature
Continuing is Painful / int_295f2b35
 Continuing is Painful / int_2a04866b
type
Continuing is Painful
 Continuing is Painful / int_2a04866b
comment
In most cases death and resurrection in Guild Wars punishes the player with a cumulative 15% Death Penalty to health and mana. This means that with each subsequent death the character becomes easier and easier to kill, leading to him (and in some cases, the entire party) being unable to finish the mission.
In hard mode, if the entire party (Including AI-controlled henchmen and heroes) all achieve the full 60% Death Penalty each, then the entire party is then sent back to the previous outpost they visited, and all progress towards vanquishing every enemy in that zone is then reset. Ouch.
That being said, killing enemies allows you to work the Death Penalty off, and some items remove Death Penalty (candy canes take away 15% of your DP, while Four-Leaf Clovers randomly remove 5-15% DP from the entire party).
Some items remove ALL death penalty from your party. The red and white candy canes remove all death penalty from a single character, and the Powerstone of Courage removes all death penalty from all party members, and gives a 20% morale boost (which is pretty much the exact opposite of death penalty, raising your stats instead). Needless to say, Powerstones basically allow you to avert this trope entirely, should your team run into major trouble and get wiped repeatedly.
 Continuing is Painful / int_2a04866b
featureApplicability
1.0
 Continuing is Painful / int_2a04866b
featureConfidence
1.0
 Guild Wars (Video Game)
hasFeature
Continuing is Painful / int_2a04866b
 Continuing is Painful / int_2a5145ed
type
Continuing is Painful
 Continuing is Painful / int_2a5145ed
comment
Lightning Returns: Final Fantasy XIII: You don't actually get a Game Over when Lightning is defeated; your EP Ability/Items menu is brought up automatically, where you can use a Phoenix Down or the Arise EP ability to bring her back. If you lack both Phoenix Downs and enough EP for Arise (or haven't unlocked it yet), your only option is to escape the battle... which costs you an hour on the in-game clock outside of Easy mode. The entire game is a Timed Mission that caps out at thirteen days; if you run away often, you're gonna be VERY pressed for time.
Ironically however the game as the whole is an inversion — if you run out of time you get a new game plus that's the same as when you beat the game, outside the ability to choose hard mode or make a NG+ yourself from the arc.
 Continuing is Painful / int_2a5145ed
featureApplicability
1.0
 Continuing is Painful / int_2a5145ed
featureConfidence
1.0
 Lightning Returns: Final Fantasy XIII (Video Game)
hasFeature
Continuing is Painful / int_2a5145ed
 Continuing is Painful / int_2a643174
type
Continuing is Painful
 Continuing is Painful / int_2a643174
comment
Chicken Invaders (like Space Invaders, only with a really silly plot involving chickens) causes you to lose all powerups when you die.
 Continuing is Painful / int_2a643174
featureApplicability
1.0
 Continuing is Painful / int_2a643174
featureConfidence
1.0
 Chicken Invaders (Video Game)
hasFeature
Continuing is Painful / int_2a643174
 Continuing is Painful / int_2c3ec951
type
Continuing is Painful
 Continuing is Painful / int_2c3ec951
comment
In the MUD Retro MUD, this is both averted and played straight. Usually, death only penalizes you up to a maximum of 500k to 1 million experience and an easily removed scar. For comparison, a high level player will have probably spent 150 million or more over their career. The "usually" is because that minimum only applies if you don't have enough for your next level, which means that if you have a lot of experience on hand, you can lose much more. Also, you also have a chance to take statistic damage (or lose training, which costs even more experience and gold), which is greater if you have a lot of scars. The damage is easily treatable...but if it's not, your next death may make it permanent. Finally, it's possible to lose levels from experience loss, and if you lose three levels you are force reincarnated. This starts you over and forces you to choose a new race and class, although you keep most of your experience. The tax for the force reincarnation is extremely high: that 150 million you spent? Cut about 15 million off that, and reduce that by a third. NOW it's hurts.
 Continuing is Painful / int_2c3ec951
featureApplicability
-1.0
 Continuing is Painful / int_2c3ec951
featureConfidence
1.0
 Retro Mud (Video Game)
hasFeature
Continuing is Painful / int_2c3ec951
 Continuing is Painful / int_2d940749
type
Continuing is Painful
 Continuing is Painful / int_2d940749
comment
The CS (PS2) version of beatmania IIDX 7th Style had a Master Mode, which challenged the player to play through the entire songlist except for murmur twins. This is a feat that takes roughly 3 hours to complete. However, failing any of the 89 songs marks your Master Mode save data as "Failed", and the only thing you can do with it is to delete it and start over.
 Continuing is Painful / int_2d940749
featureApplicability
1.0
 Continuing is Painful / int_2d940749
featureConfidence
1.0
 beatmania (Video Game)
hasFeature
Continuing is Painful / int_2d940749
 Continuing is Painful / int_2dc12aeb
type
Continuing is Painful
 Continuing is Painful / int_2dc12aeb
comment
NetHack, normally a textbook case of Permadeath, has the Amulet of Lifesaving, which is an automatic continue if you had the foresight to actually wear it (which randomized appearance complicates). The problem is, it crumbles to dust when you're revived, and that gnome with the wand of death is about to zap you again—-many players advocate saving the amulet slot for a source of reflection or other ways to avoid death in the first place instead, especially due to paranoia about the Random Number God.
 Continuing is Painful / int_2dc12aeb
featureApplicability
1.0
 Continuing is Painful / int_2dc12aeb
featureConfidence
1.0
 NetHack (Video Game)
hasFeature
Continuing is Painful / int_2dc12aeb
 Continuing is Painful / int_2dfb1427
type
Continuing is Painful
 Continuing is Painful / int_2dfb1427
comment
Baldur's Gate, whilst when your main character dies, it's an instant game over (he's child of a god of death, soul goes into big essence jar where your teammates can't get at it to revive you because of that, you're up to date.) but if your mates die, you have to find a shrine, and fork over the dough to resurrect them. This is quite cheap (relatively) at first, but the cost increases with each level.
There still are some ways to get Killed Off for Real: petrification isn't one of them, but if a petrified character is hit with an area of effect spell (or an enemy AI just decides to smack the statue around), the statue will explode, which prevents the character from being revived, ever. If a character takes enough damage in a single hit when they die, they explode into gibs and cannot be revived, ever. Characters that are hit with a specific spell are permanently removed from the game, unless you have a Freedom spell, which will bring them back (and Freedom is a high-level spell that has limited usefulness otherwise). Characters that are level-drained below level 1 are permanently dead. If any of these things happen to the main character, regardless of whether or not it kills them (the "remove from game" spell, for example), it's an instant game over.
In the sequel, the druid Jaheira can get a specialized version of the Raise Dead spell (which is normally barred to druids) that restores the subject to life but tacks on some stiff stat penalties that go away over time, making the character all but useless until then.
 Continuing is Painful / int_2dfb1427
featureApplicability
1.0
 Continuing is Painful / int_2dfb1427
featureConfidence
1.0
 Baldur's Gate (Franchise)
hasFeature
Continuing is Painful / int_2dfb1427
 Continuing is Painful / int_2f9563e6
type
Continuing is Painful
 Continuing is Painful / int_2f9563e6
comment
In Ultima Online, when your character dies, you have to wander around as a ghost until you find a shrine, player, or NPC who can resurrect you. When you get resurrected, you would generally have none of the inventory you were carrying when you died (i.e. armor/weapons/spell reagents), be at very low health, and if you wanted to get your stuff back you would have to return to your corpse before it rotted away over the course of fifteen minutes. If you died alone in an isolated or dangerous area or got killed by another player, you usually wouldn't be able to make it back in time, would simply die again before you could recover your possessions, or would return to find your corpse looted of all its valuables. Thankfully, there were a few exceptions - "blessed" items would stay with your ghost instead of your corpse, and the game implemented "item insurance" that made items temporarily blessed in exchange for being a gold sink. (Coincidentally, this happened about the same time that they ramped up the importance of having high-end equipment a lot.)
 Continuing is Painful / int_2f9563e6
featureApplicability
1.0
 Continuing is Painful / int_2f9563e6
featureConfidence
1.0
 Ultima Online (Video Game)
hasFeature
Continuing is Painful / int_2f9563e6
 Continuing is Painful / int_30065ab
type
Continuing is Painful
 Continuing is Painful / int_30065ab
comment
Cuphead: Not for game overs themselves, but for averting a game over. If you're playing in co-op mode, you can revive your dead partner by parrying their ghost. However, the downside is that your partner is revived at 1 HP, and they fly away faster each time they're downed.
 Continuing is Painful / int_30065ab
featureApplicability
1.0
 Continuing is Painful / int_30065ab
featureConfidence
1.0
 Cuphead (Video Game)
hasFeature
Continuing is Painful / int_30065ab
 Continuing is Painful / int_3038d75c
type
Continuing is Painful
 Continuing is Painful / int_3038d75c
comment
Made easier in Diablo II, where your stuff is "stored" in a corpse that only you can loot—plus you can simply quit and your corpse will be moved to town (unless you're playing hardcore).
 Continuing is Painful / int_3038d75c
featureApplicability
1.0
 Continuing is Painful / int_3038d75c
featureConfidence
1.0
 Diablo II (Video Game)
hasFeature
Continuing is Painful / int_3038d75c
 Continuing is Painful / int_306b1ca9
type
Continuing is Painful
 Continuing is Painful / int_306b1ca9
comment
In the NES adventure game Nightshade (1992), continuing the game is a puzzle in itself. If Nightshade gets knocked out, the villain ties him up in a Death Trap, and you have to figure out how to escape before Nightshade gets killed: If you don't figure out the puzzle, Nightshade dies (and the game is over). However, if you run out of energy 5 times, the Big Bad decides that he's done holding the Idiot Ball and puts you in an inescapable trap, and the game is over.
 Continuing is Painful / int_306b1ca9
featureApplicability
1.0
 Continuing is Painful / int_306b1ca9
featureConfidence
1.0
 Nightshade (1992) (Video Game)
hasFeature
Continuing is Painful / int_306b1ca9
 Continuing is Painful / int_3094005d
type
Continuing is Painful
 Continuing is Painful / int_3094005d
comment
Grand Theft Auto 2 let you save in churches whenever you wanted, so long as you could pay the church 50.000 dollars. Bearing in mind that it takes a LONG time to accumulate that much money, and money is the only way to clear a stage. Either way, you would lose all your weapons every time you died or got busted, which led to lots of reloading. San Andreas averted this by letting you keep your guns if you dated certain girls.
Grand Theft Auto IV lets you keep your guns unless the cops arrest you, in which case they realistically disarm you as part of police procedure. The cops are not very likely to try to arrest you past the first star though, and half the time you can escape the hold-up. Since you are not disarmed if you go to the hospital, it's to your advantage to always go out in a blaze of glory if possible.
Grand Theft Auto: San Andreas has respawning guns right outside your door, if you do certain fetch quests. Relatedly, you could save after the accomplishment of any difficult task, but too much saving in San Andreas creates a "can't beef up my stats by exercising" glitch. Sigh. Luckily, later patches corrected this.
There was an option in Grand Theft Auto: Vice City Stories where after respawning at the hospital, there was an option to buy back all the weapons you lost for about $1500. Because of your businesses automatically giving you money each day, it meant you didn't lose much if you were making enough money.
Grand Theft Auto: Chinatown Wars, when you're arrested, has the police confiscate all your guns and the drugs you have on you (which might represent thousands of dollars of in-game money.) Since guns are relatively hard to acquire, and getting killed features neither of these penalties, it leads to an odd situation where, when in danger of being arrested, the smart thing to do is try to get killed instead. Which, oddly, makes it more tempting to cause more ruckus around the city, since police will be more likely to try to kill you than to arrest you at 4 stars or higher. So in summary: it's more dangerous to go around with 2 stars and get busted than to get 6 stars and get blown up by a goddamn tank. Blaze of glory indeed.
 Continuing is Painful / int_3094005d
featureApplicability
-1.0
 Continuing is Painful / int_3094005d
featureConfidence
1.0
 Grand Theft Auto 2 (Video Game)
hasFeature
Continuing is Painful / int_3094005d
 Continuing is Painful / int_331e009
type
Continuing is Painful
 Continuing is Painful / int_331e009
comment
Borderlands 2 usually runs on Death is Cheap, with your only penalty for dying being a small fee. But on Ultimate Vault Hunter Mode, the fees grow considerably and as you'll be dying a hell of lot more in this mode, you can quickly find yourself completely broke and unable to buy ammo. Additionally, the enemies have huge health boosts making some bosses take forever to kill. If your whole team goes down they get all their health back.
 Continuing is Painful / int_331e009
featureApplicability
1.0
 Continuing is Painful / int_331e009
featureConfidence
1.0
 Borderlands 2 (Video Game)
hasFeature
Continuing is Painful / int_331e009
 Continuing is Painful / int_3431a79e
type
Continuing is Painful
 Continuing is Painful / int_3431a79e
comment
There was an option in Grand Theft Auto: Vice City Stories where after respawning at the hospital, there was an option to buy back all the weapons you lost for about $1500. Because of your businesses automatically giving you money each day, it meant you didn't lose much if you were making enough money.
 Continuing is Painful / int_3431a79e
featureApplicability
1.0
 Continuing is Painful / int_3431a79e
featureConfidence
1.0
 Grand Theft Auto: Vice City Stories (Video Game)
hasFeature
Continuing is Painful / int_3431a79e
 Continuing is Painful / int_3581d9c1
type
Continuing is Painful
 Continuing is Painful / int_3581d9c1
comment
In the Protect Me Knight trilogy, dying in the first game comes at the cost of losing some of your Love Points, which are needed to build barricades and performing a wide-area attack for crowd control. In the second game, Gotta Protectors, dying costs you half of your held gold in a level. The third game, Gotta Protectors: Cart of Darkness, softens the gold deduction plenty by losing a smaller fraction of held gold, but it also subtracts 5,000 points off your mission clear results.
 Continuing is Painful / int_3581d9c1
featureApplicability
1.0
 Continuing is Painful / int_3581d9c1
featureConfidence
1.0
 Protect Me Knight (Video Game)
hasFeature
Continuing is Painful / int_3581d9c1
 Continuing is Painful / int_359666b7
type
Continuing is Painful
 Continuing is Painful / int_359666b7
comment
A minor example in Lufia II: Rise of the Sinistrals and Lufia: The Legend Returns. While reviving fallen characters is quite simple, getting knocked out completely drains their IP meter, which can be annoying if you were saving IP for a boss fight (particularly in the latter game).
 Continuing is Painful / int_359666b7
featureApplicability
1.0
 Continuing is Painful / int_359666b7
featureConfidence
1.0
 Lufia II: Rise of the Sinistrals (Video Game)
hasFeature
Continuing is Painful / int_359666b7
 Continuing is Painful / int_3642bdad
type
Continuing is Painful
 Continuing is Painful / int_3642bdad
comment
Chaos Field is a Boss Game shoot 'em up where using credits after losing all shields (.e. lives) will wipe your current score.
 Continuing is Painful / int_3642bdad
featureApplicability
1.0
 Continuing is Painful / int_3642bdad
featureConfidence
1.0
 Chaos Field (Video Game)
hasFeature
Continuing is Painful / int_3642bdad
 Continuing is Painful / int_36ee2abe
type
Continuing is Painful
 Continuing is Painful / int_36ee2abe
comment
In Paranoia, you start with a "six pack" of clones, which activate in sequence as the previous ones die. You can buy another set of clones, but they'll have defects, such as being color-blind (fatal in that setting).
 Continuing is Painful / int_36ee2abe
featureApplicability
1.0
 Continuing is Painful / int_36ee2abe
featureConfidence
1.0
 Paranoia (Tabletop Game)
hasFeature
Continuing is Painful / int_36ee2abe
 Continuing is Painful / int_390a0da6
type
Continuing is Painful
 Continuing is Painful / int_390a0da6
comment
In Steel Battalion, if you lose a VT but manage to eject, you have to buy another VT. If you can't afford one, you are fired and the game deletes your save. It also does this if you fail to eject before the VT blows up.
 Continuing is Painful / int_390a0da6
featureApplicability
1.0
 Continuing is Painful / int_390a0da6
featureConfidence
1.0
 Steel Battalion (Video Game)
hasFeature
Continuing is Painful / int_390a0da6
 Continuing is Painful / int_3953f9fa
type
Continuing is Painful
 Continuing is Painful / int_3953f9fa
comment
Fork Parker's Crunch Out: If you run out of time before development of the game is completed, you have the option to continue from the Game Over screen. However, if you continue, you will lose all the upgrades you gained, meaning you have to somehow save up more money on the later, harder levels.
 Continuing is Painful / int_3953f9fa
featureApplicability
1.0
 Continuing is Painful / int_3953f9fa
featureConfidence
1.0
 Fork Parker's Crunch Out (Video Game)
hasFeature
Continuing is Painful / int_3953f9fa
 Continuing is Painful / int_3972e6b
type
Continuing is Painful
 Continuing is Painful / int_3972e6b
comment
The eighth game, Touhou Eiyashou ~ Imperishable Night, is even worse for this. Continuing costs you Time, and taking too long automatically earns you the Bad Ending. Continue once before the end of Stage 5 and you can't access Final B, the game's true final stage. Oh, and if you run out of lives in Final B you don't even get the chance to continue - you just get the bad ending by default.
 Continuing is Painful / int_3972e6b
featureApplicability
1.0
 Continuing is Painful / int_3972e6b
featureConfidence
1.0
 Touhou Eiyashou ~ Imperishable Night (Video Game)
hasFeature
Continuing is Painful / int_3972e6b
 Continuing is Painful / int_39cb5e47
type
Continuing is Painful
 Continuing is Painful / int_39cb5e47
comment
In both the original and the new Donkey Kong Country games, everything is easier when both Kongs are free. However, when you restart from a checkpoint, you start off with only one Kong. Unless they were generous enough to place a DK Barrel right next to the checkpoint, you're gonna have to grin and bear it and try making it through the difficult segment again with just the one.
 Continuing is Painful / int_39cb5e47
featureApplicability
1.0
 Continuing is Painful / int_39cb5e47
featureConfidence
1.0
 Donkey Kong Country (Video Game)
hasFeature
Continuing is Painful / int_39cb5e47
 Continuing is Painful / int_3ad55509
type
Continuing is Painful
 Continuing is Painful / int_3ad55509
comment
In Shinobi for the Sega Master System, dying would cause your life meter (which could be extended to almost insane lengths) to reset back to its default, and you'll also lose any weapon power-ups you've obtained. This can be particularly annoying in the levels with the bottomless pits. Good luck fighting those dive-bombing enemies in level 5-2 with a crappy life bar!
 Continuing is Painful / int_3ad55509
featureApplicability
1.0
 Continuing is Painful / int_3ad55509
featureConfidence
1.0
 Shinobi (Video Game)
hasFeature
Continuing is Painful / int_3ad55509
 Continuing is Painful / int_3bf4b641
type
Continuing is Painful
 Continuing is Painful / int_3bf4b641
comment
Ready Player One (2018) depicts 20 Minutes into the Future world where everyone is obsessed with a massive online game world called The Oasis. Players can respawn if they die in the Oasis, but they lose all their coins, items, and character customizations. Given how ingrained the Oasis is into the real world's economy and most people's general lifestyle, "Zeroing-Out" is a lot more painful than it sounds. The film's opening features an office worker attempting suicide after dying in-game.
 Continuing is Painful / int_3bf4b641
featureApplicability
1.0
 Continuing is Painful / int_3bf4b641
featureConfidence
1.0
 Ready Player One (2018)
hasFeature
Continuing is Painful / int_3bf4b641
 Continuing is Painful / int_3c199020
type
Continuing is Painful
 Continuing is Painful / int_3c199020
comment
In Mystik Belle, Death Is a Slap on the Wrist on Normal difficulty, but on Hard, fainting sends Belle back to the Council Chamber at the start of the game and resets her EXP meter, forcing you to grind all over again.
 Continuing is Painful / int_3c199020
featureApplicability
1.0
 Continuing is Painful / int_3c199020
featureConfidence
1.0
 Mystik Belle (Video Game)
hasFeature
Continuing is Painful / int_3c199020
 Continuing is Painful / int_3fd6b9d5
type
Continuing is Painful
 Continuing is Painful / int_3fd6b9d5
comment
While Castlevania II: Simon's Quest allows you to literally respawn in the same spot you died, it also drops your heart count to zero. This can be a real pain in the ass when you're trying to save up for a whip upgrade, since hearts are used for currency and ammunition. Especially so if you're trying to get all the endings, since they're determined by how much time passes. Having to re-grind for an essential item or whip upgrade can potentially break your chances should night fall, forcing you to wait until the stores re-open. Luckily, this is much less of a problem when it happens inside one of the mansions, as the In-Universe Game Clock only runs when outdoors, giving you as much time as you need to regain your hearts until you exit.
 Continuing is Painful / int_3fd6b9d5
featureApplicability
1.0
 Continuing is Painful / int_3fd6b9d5
featureConfidence
1.0
 Castlevania II: Simon's Quest (Video Game)
hasFeature
Continuing is Painful / int_3fd6b9d5
 Continuing is Painful / int_426a7572
type
Continuing is Painful
 Continuing is Painful / int_426a7572
comment
Getting continues is very easy in the SNES Animaniacs game, and continuing dumps you off at whatever section you game overed at, and you even get to keep your coins, too. However, continuing forces you to go on with only one Warner Bros (in a game where getting back your lost siblings either requires you to quit the level you're on to go back to the water tower, or roll an incredibly rare combination on the slot reel), which means you'll just be burning through continues really quickly at that point (and losing a sibling without getting a game over at least gets you dropped off at a checkpoint and doesn't force you to redo the entire section over again, not to mention that getting some of the pieces of the script require you to have all three characters).
 Continuing is Painful / int_426a7572
featureApplicability
1.0
 Continuing is Painful / int_426a7572
featureConfidence
1.0
 Animaniacs
hasFeature
Continuing is Painful / int_426a7572
 Continuing is Painful / int_44a5d8c0
type
Continuing is Painful
 Continuing is Painful / int_44a5d8c0
comment
Castlevania III: Dracula's Curse is even worse than the first game about this, thanks to the ludicrously ramped-up difficulty, (especially in the NES version). The levels are longer and, unlike in the first game, are brutal the whole way through rather than mostly at the end, which means each Game Over is going to force you to retread a lot of insufferable aggrivation. The final level, however, curiously averts this: When you die against Dracula, you are sent back to the second section, before the pendulums and the Goddamned Bats, where Trevor can pick up an axe, which is very useful against Dracula's third form.
 Continuing is Painful / int_44a5d8c0
featureApplicability
1.0
 Continuing is Painful / int_44a5d8c0
featureConfidence
1.0
 Castlevania III: Dracula's Curse (Video Game)
hasFeature
Continuing is Painful / int_44a5d8c0
 Continuing is Painful / int_474c18c1
type
Continuing is Painful
 Continuing is Painful / int_474c18c1
comment
BioShock Infinite ups the ante a bit by taking a fair bit of money whenever you die (although you don't really die, Elizabeth just revives you until you become separated in Comstock House). The "Clash in the Clouds" DLC has two variations: if you die with a purchasable extra life, you are returned to a safe part of the level and the enemies ignore you until you start shooting or moving around too much. Die without the extra life, however, and you have to either restart the entire sequence of stages from the beginning or forfeit your ranking to continue. If you choose the latter, your health, salts, and ammo are replenished, but all surviving enemies regain theirs too and you respawn (roughly) where you died. That means if you died fighting a Handyman, dying several times in a row, sometimes taking damage before you have full control of Booker, is entirely possible.
 Continuing is Painful / int_474c18c1
featureApplicability
1.0
 Continuing is Painful / int_474c18c1
featureConfidence
1.0
 BioShock Infinite (Video Game)
hasFeature
Continuing is Painful / int_474c18c1
 Continuing is Painful / int_476bc61d
type
Continuing is Painful
 Continuing is Painful / int_476bc61d
comment
Kid Icarus: Uprising also uses the 'cut your score in half' mechanic (which is really annoying if you're going for the high score challenges) but what's even worse is that dying automatically bumps your difficulty down. Why is this such a bad thing? Because higher difficulty means better loot, which you will need if you ever want to stand a chance in multiplayer or later levels on Intensity 9. And the lowered difficulty even de-powers the loot you already obtained before dying! Not only that, some levels have seret areas hidden behind "Intensity Gates", gates that will only open if you play on a specific difficulty. Playing on Intensity 8 and die just before the 8 marked gate? Sorry, you're on Intensity 7 now, no gate for you!! And then, of course, there are the challenges that require a specific intensity level... This Intensity system was the direct inspiration for the one in Super Smash Bros. for Nintendo 3DS and Wii U.
 Continuing is Painful / int_476bc61d
featureApplicability
1.0
 Continuing is Painful / int_476bc61d
featureConfidence
1.0
 Kid Icarus: Uprising (Video Game)
hasFeature
Continuing is Painful / int_476bc61d
 Continuing is Painful / int_49a88442
type
Continuing is Painful
 Continuing is Painful / int_49a88442
comment
Final Fantasy XIV attempts to avoid the trope but still holds onto it in some degree. Dying causes the durability of your gear to be reduced and you'll be forced to return to your home point, which can be really bad if you had traveled really far. If you decide to wait and have someone revive you, you'll suffer the Weakness status, which cuts your max HP, MP, and your stats by 15% for one minute and it can't be cured. Going down a second time while under Weakness and being revived after puts you under the Brink of Death status, which doubles the penalties to 30%. An update changed it so that HP and MP no longer decrease upon being revived, but main stats like strength and intelligence are reduced by 25% and 50% upon a Weakness/Brink of Death penalty. In either case, your performance in battle will heavily suffer. Having a total party wipe against a boss, however, causes the boss' HP to be fully restored, which effectively erases any progress your team had made against the bossnote On the other hand, as every single boss is a Puzzle Boss, requiring understanding of the mechanics in addition to damage output and aggro management, getting a party wipe against a boss is less a matter of starting over than it is learning the correct strategies.
Some of the harder Optional Boss fights make it so that even being in a position where a party member needs to be revived can be a serious setback. In the Weapon's Refrain trial, if any player gets incapacitated while fighting the Ultima Weapon, it will add to the boss's Limit Break meter. If it reaches 100%, it starts suspending players in the air one-by-one and one-shotting them while leaving their bodies out of reach for healers, guaranteeing a Total Party Wipe.
The Eureka content mimics the EXP penalty and level down system from Final Fantasy XI. If you are knocked out and return to the starting area (you're also forced to return there if you aren't revived in 10 minutes), you'll lose a portion of your EXP. The higher your level, the more EXP you can lose. Lose enough EXP and you'll level down. If you are revived, you won't suffer any EXP penalties. Your level in Eureka solely determines your overall battle performance, so a level down can really impact how well you can fight and defend yourself.
Similiarly, but in a far more kinder way, to Eureka, the Save the Queen questline of Shadowbringers has a similiar mechanic with Mettle, which increases as you do fights in the Save the Queen areas like the Bozjan Southern Front and Zadnor, and reaching certain thresholds of Mettle allows you to rank up, unlocking more zones, quests, and Lost Actions. Dying in these areas always reduces Mettle, but going back to a spawn point instead of being revived by a player gives a much bigger penalty; however, you can't actually Rank Down, so the penalty at most makes you grind more for your next Rank or your next Valor boost if you're at max Rank.
 Continuing is Painful / int_49a88442
featureApplicability
1.0
 Continuing is Painful / int_49a88442
featureConfidence
1.0
 Final Fantasy XIV (Video Game)
hasFeature
Continuing is Painful / int_49a88442
 Continuing is Painful / int_49ad83ee
type
Continuing is Painful
 Continuing is Painful / int_49ad83ee
comment
World of Warcraftñ
Using a spirit healer means losing 25% durability to everything both equipped and in inventory (meaning LOTS of gold in higher levels), and a resurrection sickness penalty for up to 10 minutes depending on level, during that time in which your combat skills are heavily reduced (Player groups typically kick out anyone with resurrection sickness rather than wait for it to expire, since they're essentially useless while suffering from it). If you just look for your corpse (or are revived by a friendly healer), death is just a slap on the wrist of 10% damage to equipped items only, with no further penalty. Just an interesting note, during the beta test of World of Warcraft, you suffered a 100% loss in durability to all of your items when you used a spirit healer.
The default 10% don't apply if you die to another player though, probably to lessen the frustration when you get killed by much higher level characters (or ambushed by another player while low on health from fighting monsters). Some classes can also kill themselves to avoid that penalty. Finally, you automatically revive at the graveyard without penalty under some circumstances (namely, when developers foresaw possibility to die in a place you wouldn't be able to get to on foot).
One of the new guild perks can lessen the amount of durability damage by a small amount.
Most WoW players will probably never consider doing this, as 99.9% of the time, they will want to retrieve their corpses and get back into the action right away. But a little known fact about WoW is that, after about one week, the game server will automatically revive dead player characters without any additional penalties — if they are still dead when they log back onto it. Sometimes this can even happen when the servers are restarted for maintenance/patch day.
 Continuing is Painful / int_49ad83ee
featureApplicability
1.0
 Continuing is Painful / int_49ad83ee
featureConfidence
1.0
 World of Warcraft (Video Game)
hasFeature
Continuing is Painful / int_49ad83ee
 Continuing is Painful / int_4a2f06f1
type
Continuing is Painful
 Continuing is Painful / int_4a2f06f1
comment
Final Fantasy: The 4 Heroes of Light can be either this or Death Is a Slap on the Wrist, depending on your party setup and plain old luck. When your party gets wiped out, you return to the last place you saved, even keeping things like found items and experience points. However, unless you have a freelancer in your party (and you're not likely to unless you're in the very early game and haven't gotten any crowns yet, or are grinding for gems) you lose half of a randomly selected category of gems. Losing a fairly common gem, such as rubies or emeralds, isn't too bad, especially if you don't have much of it. Losing rare gems like Amethysts or Diamonds? That hurts.
 Continuing is Painful / int_4a2f06f1
featureApplicability
1.0
 Continuing is Painful / int_4a2f06f1
featureConfidence
1.0
 Final Fantasy: The 4 Heroes of Light (Video Game)
hasFeature
Continuing is Painful / int_4a2f06f1
 Continuing is Painful / int_4be1bdd0
type
Continuing is Painful
 Continuing is Painful / int_4be1bdd0
comment
The Golden Sun series can make continuing a bitch if you lack the proper items, spells, or money after you suffer a loss in battle. When you are defeated, you are thrown back to the last town you passed through, which can mean lots more annoying Random Encounters on your trek back to the dungeon you were in previously. Your main character is the only one standing with one HP while the rest of the party is still at zero HP. If you lack any Water of Life or your party does not have the Revive spell, you will have to "donate" money to a healer (since resting at an inn does not revive fallen allies) so he can revive a fallen ally. Not only does the price scale with the party's level, a battle loss results your current coinage being cut in half. If you combine all these factors in the game's beginning where you usually don't have the right spells or items to revive the party and lack money and goods to sell for a quick buck, the game can become Unwinnable.
Even worse, in the first game, at a point where you will only have one or two Waters of Life (assuming you've been searching all the random boxes and barrels you come across), you can die and get sent back to a fairly out of the way village. While this usually wouldn't be too much of a problem, as reviving is fairly cheap at that point in the game, everyone in the village, including the healer, is currently a tree. So you'll have to trek a loooooong way back to get those characters healthy again. You better hope all the enemies you encounter are willing to let you run on your first attempt...
 Continuing is Painful / int_4be1bdd0
featureApplicability
1.0
 Continuing is Painful / int_4be1bdd0
featureConfidence
1.0
 Golden Sun (Video Game)
hasFeature
Continuing is Painful / int_4be1bdd0
 Continuing is Painful / int_4c56381b
type
Continuing is Painful
 Continuing is Painful / int_4c56381b
comment
In The Binding of Isaac you can get an item called "Dead Cat." This item gives you 9 lives. 9! In a game where getting one extra life is pure luck! The only catch? Your health is reduced to one heart after every respawn. Good luck getting through the later levels, where damage takes an entire heart!
Heavily averted for The Lost from Rebirth onwards. Since he starts with literally no hearts to his name, he can take a total of 9 extra hits before going down.
It's also a part of the Guppy item pool, a very useful transformation which allows Isaac to fire off a Blue Fly every time his tears hit an enemy. And they can do double the damage of Isaac's current strength. Depending on the items you can get in your current run, you could easily clear out entire rooms and even bosses within mere seconds.
 Continuing is Painful / int_4c56381b
featureApplicability
-1.0
 Continuing is Painful / int_4c56381b
featureConfidence
1.0
 The Binding of Isaac (Video Game)
hasFeature
Continuing is Painful / int_4c56381b
 Continuing is Painful / int_4cd32aa7
type
Continuing is Painful
 Continuing is Painful / int_4cd32aa7
comment
Warhammer Fantasy Roleplay:
Characters who are brought to the brink of death take a hit on the Sanity Meter and have a chance of suffering a permanent penalty like limb loss. The game recommends retiring a character who accumulates more than one permanent critical effect.
If a Player Character would die, they can sacrifice a Fate Point as a 1-Up. However, this permanently reduces the points that otherwise refresh daily for use as a Luck Manipulation Mechanic, making them more vulnerable in the future.
 Continuing is Painful / int_4cd32aa7
featureApplicability
1.0
 Continuing is Painful / int_4cd32aa7
featureConfidence
1.0
 Warhammer Fantasy Roleplay (Tabletop Game)
hasFeature
Continuing is Painful / int_4cd32aa7
 Continuing is Painful / int_4ce5263e
type
Continuing is Painful
 Continuing is Painful / int_4ce5263e
comment
Similar to Fire Emblem above, XCOM: Enemy Unknown and XCOM 2 institute Permadeath: any soldier killed in action remains dead. This can prove costly, as the loss of experienced soldiers will force you to rely on Rookies, who have poor aim and no outstanding strengths. This can result in greater loss to your forces, which will force you to use more Rookies. The difficulty doesn't scale with experience or squad size, either: the aliens will continue to improve, and if you're careless and keep losing good soldiers, you may end up screwing yourself over completely. This goes double for Ironman mode, which disables manual saving, so you can't rely on Save Scumming and will have to commit to any errors you make and losses you suffer.
 Continuing is Painful / int_4ce5263e
featureApplicability
1.0
 Continuing is Painful / int_4ce5263e
featureConfidence
1.0
 XCOM: Enemy Unknown (Video Game)
hasFeature
Continuing is Painful / int_4ce5263e
 Continuing is Painful / int_4e3c5456
type
Continuing is Painful
 Continuing is Painful / int_4e3c5456
comment
In The Swindle, dying on a mission loses all the money you'd picked up and costs you the thief in question - which can be a real nuisance if they have a high experience bonus. It doesn't help that losing a day hurts a bit when you only have 100. Also, if you fail the final mission, you need to save up and buy access to it again. It's not cheap. And you still have that time limit.
 Continuing is Painful / int_4e3c5456
featureApplicability
1.0
 Continuing is Painful / int_4e3c5456
featureConfidence
1.0
 The Swindle (Video Game)
hasFeature
Continuing is Painful / int_4e3c5456
 Continuing is Painful / int_4f99c8b3
type
Continuing is Painful
 Continuing is Painful / int_4f99c8b3
comment
In Gears of War 3 Horde Mode, you can continue at the current wave after a Total Party Kill. However, it resets to the condition that your defenses and money were at the time you died, so each time you are spending a little more money and starting off a little less defended. On any wave higher than about 25, surviving more than one restart is nigh-impossible.
 Continuing is Painful / int_4f99c8b3
featureApplicability
1.0
 Continuing is Painful / int_4f99c8b3
featureConfidence
1.0
 GearsOfWar3
hasFeature
Continuing is Painful / int_4f99c8b3
 Continuing is Painful / int_507dfb6a
type
Continuing is Painful
 Continuing is Painful / int_507dfb6a
comment
EarthBound (1994) penalized you for continuing after a defeat by sapping all your PP. Not only that, but also whatever quantity of money you have with you in the moment of your death is cut by half. Also, the continue only revives Ness, and you have to carry the ghosts of the rest of the party to the nearby hospital to be revived. However, for all the penalties the player suffers for continuing, there is a saving grace: The ATM system means that no amount of money needs to be lost.
In the sequel Mother 3, death is not nearly as painful as Earthbound, although you lose your location and any items you used since the last time you saved, your entire party regains all their HP and PP, and you keep any EXP/levels gained and any money earned in storage with the save frogs, and owing to their abundance you have little excuse for keeping and subsequently losing significant amounts of money on your person. This makes running into enemies with reckless abandon a profitable way of both Level Grinding and Money Grinding.
 Continuing is Painful / int_507dfb6a
featureApplicability
1.0
 Continuing is Painful / int_507dfb6a
featureConfidence
1.0
 EarthBound (1994) (Video Game)
hasFeature
Continuing is Painful / int_507dfb6a
 Continuing is Painful / int_51b6ba6c
type
Continuing is Painful
 Continuing is Painful / int_51b6ba6c
comment
In Wolfenstein 3-D, if you die, you lose all of the points you accumulated in that level, and any weapons you had beyond your pistol. Also, your ammo is reset to 8 bullets. Hope you saved.
Duke Nukem 3D is slightly more forgiving — you're only reduced to 48 rounds of ammunition for the weakest weapon in the game. Though on a more serious note almost every level contains every weapon in the game somewhere, usually at least a few close to the start, and enough ammo to kill everything in it. That doesn't stop it from being much harder than your first try.
 Continuing is Painful / int_51b6ba6c
featureApplicability
1.0
 Continuing is Painful / int_51b6ba6c
featureConfidence
1.0
 Wolfenstein 3-D (Video Game)
hasFeature
Continuing is Painful / int_51b6ba6c
 Continuing is Painful / int_5251e609
type
Continuing is Painful
 Continuing is Painful / int_5251e609
comment
Arkham Horror 2nd Edition: Investigators who fall to zero Sanity or Stamina have a choice — lose half their items and be sent to the Trauma Inn, or reset their meter to full and gain a Madness or Injury card with a permanent debuff. Those cards can easily add up to hobble the character, plus they increase the threat of Permadeath.
 Continuing is Painful / int_5251e609
featureApplicability
1.0
 Continuing is Painful / int_5251e609
featureConfidence
1.0
 Arkham Horror (Tabletop Game)
hasFeature
Continuing is Painful / int_5251e609
 Continuing is Painful / int_52f6626
type
Continuing is Painful
 Continuing is Painful / int_52f6626
comment
Dying in Jak II: Renegade or Jak 3: Wastelander would't restore your ammo back to when you hit the checkpoint. For Jak II in particular, this made certain Missions much harder to complete past your first try, as you had already spent all the ammo for your good weapons on the first attempt and couldn't stock them up anymore. Having sparse checkpoints didn't help.
A glitch in the Final Boss of Jak II: Renegade meant that, though the game was saved when you reached the third phase, dying would take you back to the first, with all the ammo you had when you started that phase. Thus, every time you die on the third phase, your ammo would deplete for further attempts. Only one kind of ammo can be restocked during the fight, and it is for a generally weak gun, thus the boss gets increasingly difficult the more you fail at it.
 Continuing is Painful / int_52f6626
featureApplicability
1.0
 Continuing is Painful / int_52f6626
featureConfidence
1.0
 Jak II: Renegade (Video Game)
hasFeature
Continuing is Painful / int_52f6626
 Continuing is Painful / int_536a5cc9
type
Continuing is Painful
 Continuing is Painful / int_536a5cc9
comment
Sonic Colors doesn't reset your score but unfortunately, it doesn't reset the time back to 0:00 (or whatever it was when you most recently hit a checkpoint) either. It continues from what it was when you died. So it's still painful.
 Continuing is Painful / int_536a5cc9
featureApplicability
1.0
 Continuing is Painful / int_536a5cc9
featureConfidence
1.0
 Sonic Colors (Video Game)
hasFeature
Continuing is Painful / int_536a5cc9
 Continuing is Painful / int_5555282
type
Continuing is Painful
 Continuing is Painful / int_5555282
comment
In Diablo (1997), dying in multiplayer to a monster (rather than a player) would result in you dropping all your equipped items. When fighting a particularly mean boss monster, that would get painful even if another player didn't come across your gear and steal everything in the meantime.
Made easier in Diablo II, where your stuff is "stored" in a corpse that only you can loot—plus you can simply quit and your corpse will be moved to town (unless you're playing hardcore).
On higher difficulties, dying also levied experience penalties, 5% of the experience towards your next level in Nightmare difficulty and 10% in Hell difficulty, which would be halved if you later retrieved your corpse. These ranged from negligible (most of Nightmare difficulty, especially if you got your corpse) to the obscene (a character approaching level 99 who dies in Hell would lose a month or more of experience grinding if they retrieved their corpse; if not, it could easily be enough to just give up on grinding that character, taking the 98 and being satisfied with it).
 Continuing is Painful / int_5555282
featureApplicability
1.0
 Continuing is Painful / int_5555282
featureConfidence
1.0
 Diablo (1997) (Video Game)
hasFeature
Continuing is Painful / int_5555282
 Continuing is Painful / int_5779deb9
type
Continuing is Painful
 Continuing is Painful / int_5779deb9
comment
The original Castlevania on NES is rather nasty with this trope. Each area is divided into three stages, and dying takes you back to the beginning of the current stage. Losing all your lives makes you restart the area from scratch. Both situations have their disadvantages; continuing means you have to retrace all those steps while preserving your life count; however, this is also required to gain certain advantages. In most areas, the Game-Breaking, boss-slaughtering Holy Water only appears in its first stage. This is especially horrible in the fifth area (Stages 13-15), where dying on Stage 14 or 15 means you'll have to fight Death the hard way. Also, your whip gets downgraded back to the weak leather whip, and while the normal-length chain whip is usually in the first candle you destroy, you need to rack up 8 hearts again just to get the long chain whip.
 Continuing is Painful / int_5779deb9
featureApplicability
1.0
 Continuing is Painful / int_5779deb9
featureConfidence
1.0
 CastlevaniaI
hasFeature
Continuing is Painful / int_5779deb9
 Continuing is Painful / int_591aa39f
type
Continuing is Painful
 Continuing is Painful / int_591aa39f
comment
In the Metal Slug series, dying makes you lose credit for any Prisoners you rescued beforehand.
Continuing doesn't directly reduce or reset your score, and that for once isn't necessary; missing out on prisoner and huge finish-stage-with-a-Slug bonuses are big enough penalties. And then at the end of the game, you're shown how many continues you used up.
 Continuing is Painful / int_591aa39f
featureApplicability
1.0
 Continuing is Painful / int_591aa39f
featureConfidence
1.0
 Metal Slug (Video Game)
hasFeature
Continuing is Painful / int_591aa39f
 Continuing is Painful / int_5999b1ec
type
Continuing is Painful
 Continuing is Painful / int_5999b1ec
comment
One of the Xanth novels involved a video game, and it used this trope. When you play the game a second time, there's no way to avoid whichever threat wiped you out the first time you played.
 Continuing is Painful / int_5999b1ec
featureApplicability
1.0
 Continuing is Painful / int_5999b1ec
featureConfidence
1.0
 Xanth
hasFeature
Continuing is Painful / int_5999b1ec
 Continuing is Painful / int_59a835fb
type
Continuing is Painful
 Continuing is Painful / int_59a835fb
comment
Every game since Sonic Adventure 2 (except for Sonic Colors and Sonic Generations) will reset your score to zero every time you die. To add insult to injury, every level is ranked at the end, so if you die at any point past the first checkpoint, expect an infuriating "E" rank as you reward for getting to the end. Dying close the beginning of the level gave you enough time to make up your score, but dying near the end (or even worse, at the last checkpoint) would make sure you got nothing but an "E". A "D" if you're lucky. The time bonus and ring bonus simply aren't enough to make up for the raw score you get over the level.
 Continuing is Painful / int_59a835fb
featureApplicability
1.0
 Continuing is Painful / int_59a835fb
featureConfidence
1.0
 Sonic Adventure 2 (Video Game)
hasFeature
Continuing is Painful / int_59a835fb
 Continuing is Painful / int_5b686581
type
Continuing is Painful
 Continuing is Painful / int_5b686581
comment
In Sonic Heroes, nearly every level in the game is a 10-15 minute marathon (the Chaotix mission for Mystic Mansion approaches half an hour) — sure, none of the jumps are individually particularly hard, but you have a good chance of messing up one somewhere along the line. Good luck A-ranking the Hard mode, where each level is 10-15 minutes of raw Platform Hell where you can die if your Light Dash causes you to Blue Tornado instead. It gets infuriating trying to complete such long levels without dying (AND making sure you're doing well enough to get the A Rank you're trying to preserve). As you progress through levels, hitting checkpoints and killing enemies, your teammates will gain levels, up to level 3. When you've got a full team at level 3, destroying enemies is a joke and platforming can be done quickly and smoothly. But if you die, you are sent back to your last checkpoint with all three of your team members at level 0. If you couldn't do it at level 3, be prepared to try again with the clunky, slow and weak abilities of a level 0 team.
 Continuing is Painful / int_5b686581
featureApplicability
1.0
 Continuing is Painful / int_5b686581
featureConfidence
1.0
 Sonic Heroes (Video Game)
hasFeature
Continuing is Painful / int_5b686581
 Continuing is Painful / int_5bd0554b
type
Continuing is Painful
 Continuing is Painful / int_5bd0554b
comment
In Warcraft III, the altars used to train Hero Units can also be used to revive them when they die. However, reviving a hero requires a significant amount of gold and time, both scaling harshly with the hero's level, and given that this is an RTS, you may not always have enough of either. Alternatively, in multiplayer maps with Taverns, you can use the Tavern to revive a hero instantly; however, this costs twice the normal amount of gold, and the hero revives with half health and no mana.
 Continuing is Painful / int_5bd0554b
featureApplicability
1.0
 Continuing is Painful / int_5bd0554b
featureConfidence
1.0
 Warcraft (Video Game)
hasFeature
Continuing is Painful / int_5bd0554b
 Continuing is Painful / int_5bd9e7b7
type
Continuing is Painful
 Continuing is Painful / int_5bd9e7b7
comment
Dark Souls II ups the ante by reducing your Hit Points by exactly 5% of your total every time you get killed until you stop losing them at 50% mark (25% if you're wearing a specific ring, but that takes up an inventory slot for no other benefit). Only way to recover them is to restore your humanity. To counterbalance that, enemies you have killed 15 times stops respawning. But on the other hand, that means you can't grind souls forever. On the other hand again, you can force them to respawn using Bonfire Astetic... which makes them harder to kill and more intelligent along with bigger numbers... but makes them give out more souls when killed... but then they are even harder to kill on New Game Plus...
 Continuing is Painful / int_5bd9e7b7
featureApplicability
1.0
 Continuing is Painful / int_5bd9e7b7
featureConfidence
1.0
 Dark Souls II (Video Game)
hasFeature
Continuing is Painful / int_5bd9e7b7
 Continuing is Painful / int_5bddbfbd
type
Continuing is Painful
 Continuing is Painful / int_5bddbfbd
comment
Zombies Ate My Neighbors does this for Password Saves. As you progress, you gain a password to use to continue from that level if you decide to play later. However, continuing from a password won't keep all the guns and items you collected, so the only way to make some real progress is to start from the first level each time you want to try to beat the game. The game also has 40+ levels for you to clear. Good luck!
 Continuing is Painful / int_5bddbfbd
featureApplicability
1.0
 Continuing is Painful / int_5bddbfbd
featureConfidence
1.0
 Zombies Ate My Neighbors (Video Game)
hasFeature
Continuing is Painful / int_5bddbfbd
 Continuing is Painful / int_5c66fff9
type
Continuing is Painful
 Continuing is Painful / int_5c66fff9
comment
Neverwinter Nights 2 completely averts this trope, however. Death is truly a slap on the wrist. Party members — including the main character — don't actually die, they suffer a Non-Lethal K.O. and stand up with one HP when combat is over with no ill effects.
Although not in the second expansion Storm of Zehir. A teammate that suffers a Non-Lethal K.O. will bleed out and die if left untreated, whereupon if you don't have a divine spellcaster who can revive them, you have to take them to a temple and pay the priest to do it.
 Continuing is Painful / int_5c66fff9
featureApplicability
1.0
 Continuing is Painful / int_5c66fff9
featureConfidence
1.0
 Neverwinter Nights 2 (Video Game)
hasFeature
Continuing is Painful / int_5c66fff9
 Continuing is Painful / int_5dfb8aa2
type
Continuing is Painful
 Continuing is Painful / int_5dfb8aa2
comment
Dying in Sonic Generations negates you from earning an S rank in that stage, plus keeps whatever time you had when you died. In the challenge acts, while time is the only factor for S ranks, you'll likely have to start over from the beginning to get them, since you probably won't make it in time.
 Continuing is Painful / int_5dfb8aa2
featureApplicability
1.0
 Continuing is Painful / int_5dfb8aa2
featureConfidence
1.0
 Sonic Generations (Video Game)
hasFeature
Continuing is Painful / int_5dfb8aa2
 Continuing is Painful / int_606e56fc
type
Continuing is Painful
 Continuing is Painful / int_606e56fc
comment
In Geist: The Sin-Eaters, a Sin-Eater can be repeatedly rescued from death by their Geist. However, not only does someone else die in their place, the Cap on their Sanity Meter falls, which makes it harder for them to control their powers and can ultimately let the Geist take over their body forever. Unfortunately, the Sin-Eater doesn't get a vote in whether the Geist chooses to resurrect them...
 Continuing is Painful / int_606e56fc
featureApplicability
1.0
 Continuing is Painful / int_606e56fc
featureConfidence
1.0
 Geist: The Sin-Eaters (Tabletop Game)
hasFeature
Continuing is Painful / int_606e56fc
 Continuing is Painful / int_6086a202
type
Continuing is Painful
 Continuing is Painful / int_6086a202
comment
Silver Surfer (1990): Die once (and it's ridiculously easy to die), and you lose all of your powerups, making the rest of the game and probably the current stage unwinnable.
 Continuing is Painful / int_6086a202
featureApplicability
1.0
 Continuing is Painful / int_6086a202
featureConfidence
1.0
 Silver Surfer (1990) (Video Game)
hasFeature
Continuing is Painful / int_6086a202
 Continuing is Painful / int_6104baaf
type
Continuing is Painful
 Continuing is Painful / int_6104baaf
comment
In The Lord of the Rings Online, dying does not cost you your valuable XP, but causes a significant amount of wear down on your equipment (at least 15% of total durability) and inflicts Dread, which will reduce your maximum HP, MP, DPS and Defense depending on the severity of the curse.
 Continuing is Painful / int_6104baaf
featureApplicability
1.0
 Continuing is Painful / int_6104baaf
featureConfidence
1.0
 The Lord of the Rings Online (Video Game)
hasFeature
Continuing is Painful / int_6104baaf
 Continuing is Painful / int_62bf541
type
Continuing is Painful
 Continuing is Painful / int_62bf541
comment
Super Mario Bros. has you start at the very first level of the game should you lose all your lives unless you know the continue code, which isn't in the manual. Died at World 8-4? Have fun getting back there from World 1-1!
 Continuing is Painful / int_62bf541
featureApplicability
1.0
 Continuing is Painful / int_62bf541
featureConfidence
1.0
 Super Mario Bros. (Video Game)
hasFeature
Continuing is Painful / int_62bf541
 Continuing is Painful / int_62bf542
type
Continuing is Painful
 Continuing is Painful / int_62bf542
comment
Similarly, Super Mario Bros. 2 makes a one-way trip back to the beginning for the price of running out of continues (though not lives; you can start from the beginning of the world instead of the game after a Game Over, but only twice. And warp zones are harder to find in this one!)
 Continuing is Painful / int_62bf542
featureApplicability
1.0
 Continuing is Painful / int_62bf542
featureConfidence
1.0
 Super Mario Bros. 2 (Video Game)
hasFeature
Continuing is Painful / int_62bf542
 Continuing is Painful / int_62bf543
type
Continuing is Painful
 Continuing is Painful / int_62bf543
comment
Super Mario Bros. 3 resets all the stages you cleared in a world if you lose all your lives and continued, forcing you to do them all over again (although the toad houses and slot machine games are restored as well). However, mini-fortresses cleared (and the doors that clearing them unlocked) and rocks smashed on the map stay cleared, and if you've made it to the airship, it will still be present as well.
In 2-player mode, when someone loses their last life, only the stages cleared by that player will have to be done again. This can lead to some interesting situations.
 Continuing is Painful / int_62bf543
featureApplicability
1.0
 Continuing is Painful / int_62bf543
featureConfidence
1.0
 Super Mario Bros. 3 (Video Game)
hasFeature
Continuing is Painful / int_62bf543
 Continuing is Painful / int_6365ff2d
type
Continuing is Painful
 Continuing is Painful / int_6365ff2d
comment
Many early RPGs like Dragon Quest or Breath of Fire I and II cut the amount of gold on person in half if you are fully defeated.
This has continued even in modern Dragon Quest games, with many of them also only resurrecting one party member and making you pay full price to get the rest back, meaning you'll lose even more money if you can even get your whole team back. On the plus side, you get to keep all the experience you got so far, which is unusual in RPGs. There's also the fact that if you accumulate a lot of gold, you can store it (in multiples of 1000) in a bank, which is unaffected by your untimely death. Dragon Quest IV also features the Iron Safe in Torneko Taloon's chapter, which prevents him from losing money when he dies (it is unfortunately lost after his chapter is over).
Final Fantasy VI actually inverts this trope: you're bumped back to the last point you saved, and you lose any money or items you've gained since you last saved, but you get to keep all your experience gained. On the other hand, you don't keep level-up bonuses from Espers, so if those are important to you, it might be better just to reset.
 Continuing is Painful / int_6365ff2d
featureApplicability
1.0
 Continuing is Painful / int_6365ff2d
featureConfidence
1.0
 Dragon Quest (Video Game)
hasFeature
Continuing is Painful / int_6365ff2d
 Continuing is Painful / int_63ac9abf
type
Continuing is Painful
 Continuing is Painful / int_63ac9abf
comment
Sonic the Hedgehog 2 is an example in which continuing after something beneficial happens can be painful: once you go into a Special Stage, you come back out with no rings. Thankfully, this isn't the case when playing as Knuckles in the original version of Knuckles in Sonic 2. In the 2013 remake, however, Knuckles also loses all of the rings when he comes out of a Special Stage.
 Continuing is Painful / int_63ac9abf
featureApplicability
1.0
 Continuing is Painful / int_63ac9abf
featureConfidence
1.0
 Sonic the Hedgehog 2 (Video Game)
hasFeature
Continuing is Painful / int_63ac9abf
 Continuing is Painful / int_644eb287
type
Continuing is Painful
 Continuing is Painful / int_644eb287
comment
In Mario vs. Donkey Kong, all normal levels are split into two stages, and dying takes you back to the beginning of whichever stage you were on. However, upon beating the first stage, your leftover time is added to the time you have on the second. Unfortunately, if you die even once on the second stage, that time bonus is eradicated, which effectively means you cannot reach the score goal. Worse yet, the game docks you another life when you quit to try the whole level over again.
 Continuing is Painful / int_644eb287
featureApplicability
1.0
 Continuing is Painful / int_644eb287
featureConfidence
1.0
 Mario vs. Donkey Kong (Video Game)
hasFeature
Continuing is Painful / int_644eb287
 Continuing is Painful / int_64776522
type
Continuing is Painful
 Continuing is Painful / int_64776522
comment
In Yggdra Union, retrying a map lets you keep your card's power and character experience, but it disables you from getting +2 MVP, which is more important than your levels. Also, it prevents you from getting a nice item later on.
 Continuing is Painful / int_64776522
featureApplicability
1.0
 Continuing is Painful / int_64776522
featureConfidence
1.0
 Yggdra Union (Video Game)
hasFeature
Continuing is Painful / int_64776522
 Continuing is Painful / int_64ddf294
type
Continuing is Painful
 Continuing is Painful / int_64ddf294
comment
You die in EVE Online, you lose your ship, all modules fitted into it and the cargo, and then you are thrown into a defenseless pod. If you die in a pod, you lose your implants and your clone. With expensively fitted big ships and good implants, the total cost is measured in billions and that's only on a personal level. Losing an inter-corporation war is even more costly. You'll also lose skills that you've trained, and re-training them can take months. If you had all your eggs in one basket, it's almost as if you had to restart the entire game. However, if you took precautions and flew a cheap, insured ship, didn't use implants and kept your clone contract up-to-date, then Death Is a Slap on the Wrist.
You only lose skill if your ship gets blown up, and then your escape pod gets blown up, only if your clone is not updated. (And this can only happen through PvP, as NPCs will not attack pods.) Even then, if you get to the wreck of your ship within about an hour, and it hasn't been looted, you can get about half your cargo/modules back.
Still hardly a slap as it can take a good long while to get a new ship, all the modules, rigs, and consumables back together.
And if you are flying a Tech-3 ship, you will lose from 1 hour to 5 days of skill training, even if your clone is perfectly up-to-date.
When your ship or pod is blown up, the attacker of your ship gets a detailed report on everything that was on your ship or pod, called the killmail. The killmail is often posted on a public killboard for bragging rights. Every killmail bleeds valuable intel out to the enemy that are simply looking for easy targets to hunt down(on a personal level/small scale), or trying to develop countermeasures to your new ship fittings and tactics(on a larger scale). If the enemy pays attention, continuing the fight does become harder on top of your material loss.
O Game is similar. People sometimes spend months building fleets only to wake up with the entire thing destroyed.
 Continuing is Painful / int_64ddf294
featureApplicability
1.0
 Continuing is Painful / int_64ddf294
featureConfidence
1.0
 EVE Online (Video Game)
hasFeature
Continuing is Painful / int_64ddf294
 Continuing is Painful / int_68237790
type
Continuing is Painful
 Continuing is Painful / int_68237790
comment
Pathfinder makes dying a bit less painful than its spiritual predecessor, Dungeons & Dragons 3rd Edition. Instead of causing the character to actually lose a class level and the associated abilities, Pathfinder's negative levels are a penalty to all rolls that the character makes and to their maximum HP; characters at level 1 instead lose 2 points of Constitution, in a similar fashion to 3.5. Unlike the penalties from 3.5's revival magic, these can be removed through certain healing magic. The downside is that the magic needed to remove negative levels or Con drain also require expensive components, so your party needs to pay several thousand gold for the spell to bring you back, plus another thousand gold per negative level. And that's assuming that the party has someone who can cast the spells themselves, otherwise you have to pay someone to cast the spell for you on top of the component costs.
 Continuing is Painful / int_68237790
featureApplicability
1.0
 Continuing is Painful / int_68237790
featureConfidence
1.0
 Pathfinder (Tabletop Game)
hasFeature
Continuing is Painful / int_68237790
 Continuing is Painful / int_68c8e9ad
type
Continuing is Painful
 Continuing is Painful / int_68c8e9ad
comment
Toyed around in Super Robot Wars. In one post-interim save skit (which gets you to quit the game), Shu Shirakawa tells the player that the more they save, the game will get more difficult, as in encouraging you about "Next time, finish the game in one go, if you lose or even screw up, restart from the beginning". It's a lie.
The trope plays straight in latter games where Mastery system exists. Failing a mission strips off another opportunity to get a mastery, and thus going to the Hard mode. In some of the games, they leave you with any experience and gold you've gotten, but in some games they don't.
 Continuing is Painful / int_68c8e9ad
featureApplicability
1.0
 Continuing is Painful / int_68c8e9ad
featureConfidence
1.0
 Super Robot Wars (Video Game)
hasFeature
Continuing is Painful / int_68c8e9ad
 Continuing is Painful / int_69a9d669
type
Continuing is Painful
 Continuing is Painful / int_69a9d669
comment
In Breath of Fire III, a character killed in battle will automatically be revived if you win. However, that character is thereafter penalized by having his/her maximum HP reduced. This effect is temporary (resting at an inn removes the penalty), but for much of the game, every HP tends to be precious, and inns can be a long distance away.
Wild ARMs 3 does the same, but you can use a Nectar right away to restore your lost HP.
 Continuing is Painful / int_69a9d669
featureApplicability
1.0
 Continuing is Painful / int_69a9d669
featureConfidence
1.0
 Breath of Fire III (Video Game)
hasFeature
Continuing is Painful / int_69a9d669
 Continuing is Painful / int_6a2b73ca
type
Continuing is Painful
 Continuing is Painful / int_6a2b73ca
comment
Elite Dangerous makes you go back to the beginner spaceship (the Faulcon deLacey Sidewinder) if you can't pay up on insurance after being blown up, and even if you can pay up and get your Imperial Clipper back, you still lose all of your hard-earned cargo, bounty vouchers, and exploration data (which can add up to millions in profit being lost).
 Continuing is Painful / int_6a2b73ca
featureApplicability
1.0
 Continuing is Painful / int_6a2b73ca
featureConfidence
1.0
 Elite: Dangerous / Videogame
hasFeature
Continuing is Painful / int_6a2b73ca
 Continuing is Painful / int_6abe4354
type
Continuing is Painful
 Continuing is Painful / int_6abe4354
comment
Power Pro-kun Pocket 3 allows the player to put their custom characters in a Minesweeper game. If you trip on a mine, that character is gone. The game mocks you and shows all the items you lost before displaying the game over screen. It also does not allow resets.
 Continuing is Painful / int_6abe4354
featureApplicability
1.0
 Continuing is Painful / int_6abe4354
featureConfidence
1.0
 Power Pro-kun Pocket 3 (Video Game)
hasFeature
Continuing is Painful / int_6abe4354
 Continuing is Painful / int_6ac55ec7
type
Continuing is Painful
 Continuing is Painful / int_6ac55ec7
comment
Dungeons & Dragons has several different ways of penalizing characters for being brought back from the dead, depending on which edition is being played.
2nd Edition had a "limited continues" system in that, short of direct divine intervention, someone could not be raised more times than their Constitution score. Period. End of story. The 5th level raise dead spell also cost a point of Constitution (permanently), required a relatively intact corpse, left the patient only barely alive (i.e., don't cast it in combat) and couldn't be used on Elves (canonically because they didn't have souls); the 7th level resurrection did not cost Constitution, could be cast on virtually any remains, brought you back at full strength, and could be used on anyone - the only real penalty (aside from the "limited continues" issue) was that the spell could be very expensive to cast (or have cast).
Raise dead also required a character to roll against his "System Shock" score, and resurrection required a roll against the character's "Resurrection Survival" score (both scores were determined by a character's Constitution score, Resurrection was always the better of the two).
In 3rd Edition, when a character dies, he can be brought back with a simple raise dead spell, available as early as 9th character level to divine casters. However, doing so means the dead character loses a level, death being traumatic and all (i.e., there's signal loss between here and the afterlife). If the character is 1st level, they lose a point of Constitution instead. Resurrection is no better for this, though it does allow one to work with things other than relatively well-preserved mortal remains. Only true resurrection can bring a character back without some sort of issue, and that's a spell requiring either an exceedingly powerful magic item or a 17th-level caster...and 5,000/10,000/25,000 gold pieces' worth of diamonds for each spell, respectively. To put this into perspective, an average person (a 1st level NPC) in this world has about 25 gold pieces of wealth, in total.
This can be sidestepped, however, as the game contains a spell called revivify which is a level 5 spell like raise dead, but only costs 1,000 gold worth of diamonds to cast and doesn't make you lose any levels or stats. The catch is it must be cast within a round of death, and you come back close to dying again (so unless healed quickly that's exactly what you'll do). There's also revenance, which is a level lower and doesn't have any cost; it brings the target back with half HP (but you can just heal them) and they will get minor bonuses against whoever killed them. The window is wider for this spell, at a round a level (a round is six seconds). The catch? One minute per (their) level later, they die again. But as nothing stops you from bringing them back, most forms of death can be efficiently dealt with via revivify and possible revenance. This actually isn't a Game-Breaker, as by the time you can reliably use these, you'll mostly be dying from things these spells can't bring you back from (like instant death spells and having your body vaporized).
There's also the Reincarnate spell that can serve as a poor man's Raise Dead. The monetary cost is much less (1000 gp) but it has the same painful side effects and you come back as a randomly-determined race, which may be detrimental to or downright incompatible with your build.
The official Living Greyhawk campaign for third edition Dungeons & Dragons incorporated various player screws involving death. The harshest was unintentional. To promote fairness, missions gave set xp and gp rewards. Also, again for fairness, groups had to jointly pay for a fallen party member's Raise Dead (the idea being that they get rewards as a group for success, they should be penalized as a group for failure.) But, what this actually meant is that if your companion died and you did not, you lost significant gp which could not be regained. You were forever behind the curve on equipment capability.
4th edition just applies a -1 to almost all rolls until the character reaches 3 "milestones" (basically, six encounters, including noncombat ones). There's also a cost for materials, which gets more expensive for higher level characters (500 gold pieces for levels 1-10; 5,000 for 11-20; and 50,000 for 21-30).
5th edition keeps the material cost at 500 gold pieces regardless of level, but applies a -4 penalty to almost all rolls that is reduced by one for each long rest the character takes. That means that being resurrected in town is fairly harmless, while being resurrected in the field can be a significant handicap. Fortunately, the "revivify", "resurrection", and "true resurrection" spells all return in this edition, which all can bypass the death penalty.
 Continuing is Painful / int_6ac55ec7
featureApplicability
1.0
 Continuing is Painful / int_6ac55ec7
featureConfidence
1.0
 Dungeons & Dragons (Tabletop Game)
hasFeature
Continuing is Painful / int_6ac55ec7
 Continuing is Painful / int_6bc51298
type
Continuing is Painful
 Continuing is Painful / int_6bc51298
comment
In Yu-Gi-Oh! Monster Capsule GB, losing a battle when in an RPG world results in you getting kicked out of the tabletop game and forced to go through the story again; this also prevents you from rescuing all of Yugi's friends. Similarly, if you win a battle but lose a monster in the process, that monster is lost forever.
 Continuing is Painful / int_6bc51298
featureApplicability
1.0
 Continuing is Painful / int_6bc51298
featureConfidence
1.0
 Yu-Gi-Oh! Monster Capsule GB (Video Game)
hasFeature
Continuing is Painful / int_6bc51298
 Continuing is Painful / int_6c1234ed
type
Continuing is Painful
 Continuing is Painful / int_6c1234ed
comment
In Dwarf Fortress it is possible to reclaim a fallen fortress. On reclaiming, all perishable goods are rotten, livestock dead, and non-perishable items marked off-limits until you claim them. Aside from this the fortress is likely to house the same threat that wiped out the original population, such as poisonous blood coating the floors, Forgotten Beasts wandering the halls, and berserking dwarfs.
 Continuing is Painful / int_6c1234ed
featureApplicability
1.0
 Continuing is Painful / int_6c1234ed
featureConfidence
1.0
 Dwarf Fortress (Video Game)
hasFeature
Continuing is Painful / int_6c1234ed
 Continuing is Painful / int_6dc8b7e2
type
Continuing is Painful
 Continuing is Painful / int_6dc8b7e2
comment
The sequel, The Surge 2, zigzags this trope a bit: you still lose all your tech scrap when you die and have a timer to get it back that can be extended by killing enemies. However, when you do get back to your tech scrap, it will slowly heal you over time as long as you're within 10 meters of it, which can be very helpful if it's guarded by an enemy. In addition, picking up your tech scrap will fully heal you, which can make for a good emergency heal if you're struggling with the enemy that killed you before.
 Continuing is Painful / int_6dc8b7e2
featureApplicability
1.0
 Continuing is Painful / int_6dc8b7e2
featureConfidence
1.0
 The Surge 2 (Video Game)
hasFeature
Continuing is Painful / int_6dc8b7e2
 Continuing is Painful / int_6edaecea
type
Continuing is Painful
 Continuing is Painful / int_6edaecea
comment
In Yu-Gi-Oh! Capsule Monster Coliseum, winning a fight but losing monsters in the process will render them unavailable for the following battle. You can get around this by losing or surrendering a match, which makes all of your monsters available again.
 Continuing is Painful / int_6edaecea
featureApplicability
1.0
 Continuing is Painful / int_6edaecea
featureConfidence
1.0
 Yu-Gi-Oh! Capsule Monster Coliseum (Video Game)
hasFeature
Continuing is Painful / int_6edaecea
 Continuing is Painful / int_71003698
type
Continuing is Painful
 Continuing is Painful / int_71003698
comment
In the "Nazi Zombies" (nowadays known simply as "Zombies") mode of Call of Duty: World at War, Call of Duty: Black Ops, and Call of Duty: Black Ops II, getting downed in multiplayer can get you and your team in a very sticky situation. Disregarding recently added Perks in the DLC maps and any Easter egg bonuses, when a player is downed in multiplayer, all of their Perks are taken away, leaving them quite vulnerable when they are revived if they were relying on Juggernog for extra health. It's even worse, though, if the player is not revived: When they spawn back the next round (assuming the rest of the team survived the rest of the round), the player spawns with nothing but an M1911 pistol and a few standard frag grenades; nothing else. In either situation, depending on how many points the character had when they were downed, this could potentially screw over the entire match for the whole team.
 Continuing is Painful / int_71003698
featureApplicability
1.0
 Continuing is Painful / int_71003698
featureConfidence
1.0
 Nazi Zombies (Video Game)
hasFeature
Continuing is Painful / int_71003698
 Continuing is Painful / int_72a1ac51
type
Continuing is Painful
 Continuing is Painful / int_72a1ac51
comment
Grand Theft Auto: San Andreas has respawning guns right outside your door, if you do certain fetch quests. Relatedly, you could save after the accomplishment of any difficult task, but too much saving in San Andreas creates a "can't beef up my stats by exercising" glitch. Sigh. Luckily, later patches corrected this.
 Continuing is Painful / int_72a1ac51
featureApplicability
1.0
 Continuing is Painful / int_72a1ac51
featureConfidence
1.0
 Grand Theft Auto: San Andreas (Video Game)
hasFeature
Continuing is Painful / int_72a1ac51
 Continuing is Painful / int_740fab62
type
Continuing is Painful
 Continuing is Painful / int_740fab62
comment
The Legend of the Mystical Ninja has places in most towns where you can write a logbook that acts as a save point. You can die and restore from the save point with no problem, but the issue with that is that, upon entering a new town, you first have to find said building (when Everything Is Trying to Kill You, even in towns), and you'll likely be drained from the boss fight that came beforehand. If you die before reaching the save point, you can either restart the previous stage (or previous two stages, since one or two towns don't have logbooks at all), or restart from when you first entered the town...which costs you everything, including the Heart Containers you could only find in previous stages that are now Permanently Missable.
 Continuing is Painful / int_740fab62
featureApplicability
1.0
 Continuing is Painful / int_740fab62
featureConfidence
1.0
 Ganbare Goemon (Video Game)
hasFeature
Continuing is Painful / int_740fab62
 Continuing is Painful / int_74f7210c
type
Continuing is Painful
 Continuing is Painful / int_74f7210c
comment
The Legend of Zelda:
In the original The Legend of Zelda, continuing will result in Link's life only being 3 hearts full for the next round. Potions and/or fairies that were consumed during whatever battle killed you don't come back either. And you have to find your way back to where you died from (often) somewhere outside the dungeon. The dungeons are structured so that it's not as painful as starting at the beginning of the level in a more linear game, but death can be a real nuisance.
In Zelda II: The Adventure of Link, noted to be the most Nintendo Hard of the series, you respawn in the temple in which you begin the game. This means it's a long and tedious walk, sometimes through several mandatory mini-levels that will chip away at your health and magic, to get back where you were. You also lose all of your experience pointsnote This was worse in the Japanese version, in which all of your stats (life, magic, and power) went down to the level of your lowest stat, and any 1-Up dolls you picked up can never be collected again. Also, fairies, potions, etc. are all one-time-use items that cannot be stored. However, cleared palaces remain cleared, and within the level you were playing, any needed items, keys, etc. remain in your inventory. Averted in the seventh and final level, the Great Palace, where getting a Game Over simply puts Link back at the start of the dungeon instead of all the way back to the Northern Palacenote since the Great Palace is so huge that entering it in the original FDS version required flipping to the other side of the disk.
Link: The Faces of Evil and Zelda: Wand of Gamelon have this, too. Whenever you die, you waste the lantern oil and ropes you used before.
It's a rare occurence, but a case of this trope can occur in Ocarina of Time if you get killed by a Like-Like. Normally, if a Like-Like eats your shield or tunic, you can just kill it to get them back. If the damage from the Like-Like kills you, though, those items are gone. Shields are easy to buy back, but the Goron and Zora tunics are stupidly expensive. In fact, there's no way you can afford a replacement Zora tunic without the Giant's wallet upgrade. Lose the one King Zora gives you and don't have the upgrade? Have fun completing the Water Temple without the Zora tunic!
Majora's Mask is particularly punishing in the way it handles continuing and saving. If you lose all of your hearts, you respawn from the last entrance or exit you passed through, but time does not rewind to account for this: the clock will resume from the point at which you died. If the moon crashes into Termina, all of your progress from after your last save will be lost. There are only two ways to save the game: through owl statues (which allow you to continue right away, but can only be loaded once), or with the Song of Time (which can be loaded at any time as many times as you want, but resets your progress and causes you to lose nearly all of your items and rupees note Fortunately there is a bank in Clock Town that will save your deposited rupees between time resets; so you can withdraw as much money as you need to get anything important, then get your consumable items back by either grinding or purchasing them at a shop.).
In The Legend of Zelda: A Link Between Worlds, dying means losing all the items you've rented and having to pay the in-game money to rent them again. Hope you like a long trip back from Ravio's Shop every time you mess up in the first half of the game! The only mercy is that you're teleported there should you choose to continue. Or you can just quit and restart with said items intact, but that obviously loses a lot more progress. Subverted when you cough up the extra money needed to buy the gear, which adds it to your inventory permanently. Once you buy them all, Ravio even encourages you to die as much as you want.
 Continuing is Painful / int_74f7210c
featureApplicability
-0.3
 Continuing is Painful / int_74f7210c
featureConfidence
1.0
 The Legend of Zelda (Franchise)
hasFeature
Continuing is Painful / int_74f7210c
 Continuing is Painful / int_775cd181
type
Continuing is Painful
 Continuing is Painful / int_775cd181
comment
In Streets of Rage 3, for every 40,000 points you score in one life, you earn a star (3 max) which upgrades your dash attack. Losing a life takes away one star, and you have to gain 40,000 more points to get it back. Made even more frustrating that the enemies do more damage in non-Japanese versions of the game, making losing a star quite likely to happen.
 Continuing is Painful / int_775cd181
featureApplicability
1.0
 Continuing is Painful / int_775cd181
featureConfidence
1.0
 Streets of Rage (Video Game)
hasFeature
Continuing is Painful / int_775cd181
 Continuing is Painful / int_7785278d
type
Continuing is Painful
 Continuing is Painful / int_7785278d
comment
To varying extents in the BioShock series:
In the first two games, you are returned to a Vita-Chamber with all of your ammo, first aid kits, and Eve Hypo, but slightly less than full health. Depending on how far the last Vita-Chamber is from where you died, you might have to do a lot of retracing your steps.
BioShock Infinite ups the ante a bit by taking a fair bit of money whenever you die (although you don't really die, Elizabeth just revives you until you become separated in Comstock House). The "Clash in the Clouds" DLC has two variations: if you die with a purchasable extra life, you are returned to a safe part of the level and the enemies ignore you until you start shooting or moving around too much. Die without the extra life, however, and you have to either restart the entire sequence of stages from the beginning or forfeit your ranking to continue. If you choose the latter, your health, salts, and ammo are replenished, but all surviving enemies regain theirs too and you respawn (roughly) where you died. That means if you died fighting a Handyman, dying several times in a row, sometimes taking damage before you have full control of Booker, is entirely possible.
 Continuing is Painful / int_7785278d
featureApplicability
1.0
 Continuing is Painful / int_7785278d
featureConfidence
1.0
 BioShock (Video Game)
hasFeature
Continuing is Painful / int_7785278d
 Continuing is Painful / int_782a1f0
type
Continuing is Painful
 Continuing is Painful / int_782a1f0
comment
In Phantasy Star Online, if you died you would be stripped of your current weapon (normally your best) and all the money you were carrying. So you would have to travel through the whole level (thankfully the enemies remain dead after you kill them) to collect your items, hopefully you had a backup weapon handy. This became doubly annoying with online play as people would wait for you to die, steal your best weapon and your money, then disappear.
Or they would hack the game to kill you and steal it.
And what's even worse, if you were playing the Dreamcast version, and the power went out...
 Continuing is Painful / int_782a1f0
featureApplicability
1.0
 Continuing is Painful / int_782a1f0
featureConfidence
1.0
 Phantasy Star Online (Video Game)
hasFeature
Continuing is Painful / int_782a1f0
 Continuing is Painful / int_7838d5c
type
Continuing is Painful
 Continuing is Painful / int_7838d5c
comment
In Spud's Adventure, continuing after a Game Over resets your level and health back to 1, making it very easy to die again.
 Continuing is Painful / int_7838d5c
featureApplicability
1.0
 Continuing is Painful / int_7838d5c
featureConfidence
1.0
 Spud's Adventure (Video Game)
hasFeature
Continuing is Painful / int_7838d5c
 Continuing is Painful / int_791fca44
type
Continuing is Painful
 Continuing is Painful / int_791fca44
comment
In the first two games, you are returned to a Vita-Chamber with all of your ammo, first aid kits, and Eve Hypo, but slightly less than full health. Depending on how far the last Vita-Chamber is from where you died, you might have to do a lot of retracing your steps.
 Continuing is Painful / int_791fca44
featureApplicability
1.0
 Continuing is Painful / int_791fca44
featureConfidence
1.0
 BioShock (Video Game)
hasFeature
Continuing is Painful / int_791fca44
 Continuing is Painful / int_7a59c424
type
Continuing is Painful
 Continuing is Painful / int_7a59c424
comment
Dead Frontier is relentless to you even if you're a gold member. You walk out deep into the city for a loot run. You got beaten pretty bad, so your health is at critical. You've accumulated $1,000 worth of loots. Suddenly, a zombie spawns behind you and slaps you upside the head, killing you. After waiting two tedious respawn minutes, you awake at the outpost. You find all $1,000 you had with you gone, your health respawns at critical, and you're starving. Walking back out into the city is basically suicide, since one more hit by a zombie will kill you. Need to buy some medicine and food to get you going again? Better have a few thousand dollars on you (medicine is EXPENSIVE), oh wait, you don't, because you lost all your money when you died. Oh well, better start hours of looting again to get that money back. Combine this with the occasional random Aggro Spike, Made of Iron Boss Zombies, the fact that all your stats are cut in half when you're at critical health, and you've got a recipe for Skyward Scream inducing deaths. If you're a Gold Member? Your respawn timer is lowered to 5 seconds, and you suffer everything else as per normal.
 Continuing is Painful / int_7a59c424
featureApplicability
1.0
 Continuing is Painful / int_7a59c424
featureConfidence
1.0
 Dead Frontier (Video Game)
hasFeature
Continuing is Painful / int_7a59c424
 Continuing is Painful / int_7e4a902f
type
Continuing is Painful
 Continuing is Painful / int_7e4a902f
comment
13th Age makes continuing painful not just for the person who died, but for the Cleric casting the resurrection spell. A given cleric can only cast resurrection five times in their life. The first time always goes off without a hitch, and can be cast in the middle of combat. Each subsequent casting takes a longer time, and leaves the revived character in worse shape; by the fourth casting, the character is out of of commision for a month or more while they recover. The fifth casting only has a 50% chance of even working, and always irrevocably kills the caster. No sane cleric would cast resurrection a fifth time, and thanks to a 50% chance of higher backlash, no sane cleric would cast it on someone who has died more than four times. Hope you saved those recoveries!
 Continuing is Painful / int_7e4a902f
featureApplicability
1.0
 Continuing is Painful / int_7e4a902f
featureConfidence
1.0
 13th Age (Tabletop Game)
hasFeature
Continuing is Painful / int_7e4a902f
 Continuing is Painful / int_7f40104e
type
Continuing is Painful
 Continuing is Painful / int_7f40104e
comment
After continuing in Alien Soldier, any increase of maximum ammunition and health goes away. You pretty much need the extra capacity in order to survive.
 Continuing is Painful / int_7f40104e
featureApplicability
1.0
 Continuing is Painful / int_7f40104e
featureConfidence
1.0
 Alien Soldier (Video Game)
hasFeature
Continuing is Painful / int_7f40104e
 Continuing is Painful / int_7f699250
type
Continuing is Painful
 Continuing is Painful / int_7f699250
comment
The Surge causes you to drop all your tech scrap (currency) when you die, and then gives you a timer after which it will disappear permanently. The timer can be extended by killing enemies, but since every fight is potentially fatal if you're not careful, it can be nerve-wracking whether you're sprinting to where you died, or killing enemies to try to get more time.
The sequel, The Surge 2, zigzags this trope a bit: you still lose all your tech scrap when you die and have a timer to get it back that can be extended by killing enemies. However, when you do get back to your tech scrap, it will slowly heal you over time as long as you're within 10 meters of it, which can be very helpful if it's guarded by an enemy. In addition, picking up your tech scrap will fully heal you, which can make for a good emergency heal if you're struggling with the enemy that killed you before.
 Continuing is Painful / int_7f699250
featureApplicability
1.0
 Continuing is Painful / int_7f699250
featureConfidence
1.0
 The Surge (Video Game)
hasFeature
Continuing is Painful / int_7f699250
 Continuing is Painful / int_7ffb6d7b
type
Continuing is Painful
 Continuing is Painful / int_7ffb6d7b
comment
Depending on your general experience level in Faxanadu, death can carry a very stiff penalty. When you die, your HP and MP are fully restored, but you lose all of your experience points and Golds up to a certain point, which is determined by your title. If you've earned enough experience to receive a promotion, but get killed before you reach a guru to promote you, all of the extra EXP is lost. For example, player with the title of "Fighter" has 5000 EXP, a little bit more than enough to earn the rank of "Adept". If the player loses his/her life at that point, their EXP level would reset to 3500, the minimum required to reach the rank of Fighter.
 Continuing is Painful / int_7ffb6d7b
featureApplicability
1.0
 Continuing is Painful / int_7ffb6d7b
featureConfidence
1.0
 Faxanadu (Video Game)
hasFeature
Continuing is Painful / int_7ffb6d7b
 Continuing is Painful / int_804132fe
type
Continuing is Painful
 Continuing is Painful / int_804132fe
comment
On the other hand, the Touhou games are a bit forgiving: in all but one of the games that feature power and in-place continuing, after losing your last life a bunch of full-power icons fly out of you. You can grab them after expending a continue (Touhou Shinreibyou ~ Ten Desires just sets you to full power as soon as you continue instead). Touhou Chireiden ~ Subterranean Animism takes the concept a step further and does this when you lose your last reserve life (so you're still alive, but one more hit is game over). The exception is the second game, which sets you to zero power. The second game also makes gathering power difficult, and makes being at full power especially important. Continuing just isn't worth trying.
 Continuing is Painful / int_804132fe
featureApplicability
1.0
 Continuing is Painful / int_804132fe
featureConfidence
1.0
 Touhou Shinreibyou ~ Ten Desires (Video Game)
hasFeature
Continuing is Painful / int_804132fe
 Continuing is Painful / int_806c20e5
type
Continuing is Painful
 Continuing is Painful / int_806c20e5
comment
Demon's Souls punishes a player death by turning them into "Soul Form" if they were in Physical form when they died, reducing the players life from that point to ~50% of their life while alive. The player loses all the souls (the game's currency, as well as the only means to level up and strengthen the character) they had collected up to that point if they are unspent. As a final kick to the pants, if the character was alive when they died, the world they were in shifts towards "Black World Tendency", which makes the enemies and bosses more aggressive and have more HP, as well as (at near to pure black WT) causing "Black Phantom" enemies, which are harder versions of their standard counterparts or Evil versions of human NPCs, to appear in various parts of the worlds. The only silver lining is item drops are better and more souls are earned per kill, but good luck.
You can get your souls back if you can reach your original corpse on your next life, but if you die AGAIN before reaching it, they are gone for good.
Demon's Souls is both this and Death Is a Slap on the Wrist at the same time depending on how much you risk; since the main loss is souls, if you use them up when you can to keep your count relatively low, death loses you little (outside of the tendency change if you are in body form), and, as you never lose anything else, if you found valuable items and opened some shortcuts death can even be a net gain for you. On the other hand, in the worst case scenario you could lose tons of souls, waste most of your consumables pointlessly and need several minutes of gameplay against tougher enemies to get back to where you were.
 Continuing is Painful / int_806c20e5
featureApplicability
1.0
 Continuing is Painful / int_806c20e5
featureConfidence
1.0
 Demon's Souls (Video Game)
hasFeature
Continuing is Painful / int_806c20e5
 Continuing is Painful / int_8075f183
type
Continuing is Painful
 Continuing is Painful / int_8075f183
comment
In Radiation Island your respawning point is always the last place you slept for the night. If you last bedded down in a hut surrounded by zombies and rabid wolves, you've got a problem, because you can't fast-travel with mooks around, and they will wait for you to come out instead of wandering away. Doing this in Adventure mode means you'll respawn with everything except whatever you were holding when you died. Hope that wasn't your only machine gun. Dying in Survival mode is worse: everything you're wearing or carrying drops to the ground, leaving you naked and defenseless. If you were unlucky enough to die to some Schmuck Bait, kiss that stuff goodbye.
 Continuing is Painful / int_8075f183
featureApplicability
1.0
 Continuing is Painful / int_8075f183
featureConfidence
1.0
 Radiation Island (Video Game)
hasFeature
Continuing is Painful / int_8075f183
 Continuing is Painful / int_8095ea4e
type
Continuing is Painful
 Continuing is Painful / int_8095ea4e
comment
The film Happy Death Day invokes this; the protagonist keeps coming back to life on the morning of her birthday, but every time she is murdered that evening, she wakes up 'again' showing signs of what killed her, creating the possibility that she will eventually die and stay dead after taking too much damage.
 Continuing is Painful / int_8095ea4e
featureApplicability
1.0
 Continuing is Painful / int_8095ea4e
featureConfidence
1.0
 Happy Death Day
hasFeature
Continuing is Painful / int_8095ea4e
 Continuing is Painful / int_8258e260
type
Continuing is Painful
 Continuing is Painful / int_8258e260
comment
Super Mario Bros.:
Super Mario Bros. 3 resets all the stages you cleared in a world if you lose all your lives and continued, forcing you to do them all over again (although the toad houses and slot machine games are restored as well). However, mini-fortresses cleared (and the doors that clearing them unlocked) and rocks smashed on the map stay cleared, and if you've made it to the airship, it will still be present as well.
In 2-player mode, when someone loses their last life, only the stages cleared by that player will have to be done again. This can lead to some interesting situations.
Super Mario Bros. has you start at the very first level of the game should you lose all your lives unless you know the continue code, which isn't in the manual. Died at World 8-4? Have fun getting back there from World 1-1!
Similarly, Super Mario Bros. 2 makes a one-way trip back to the beginning for the price of running out of continues (though not lives; you can start from the beginning of the world instead of the game after a Game Over, but only twice. And warp zones are harder to find in this one!)
Getting a Game Over in Super Mario Land 2: 6 Golden Coins causes Mario to lose all of the Golden coins he currently has in his possession, requiring him to re-fight the bosses to get them again.
A Game Over in Wario Land: Super Mario Land 3 causes you to lose one of your treasures, and you must retrieve the lost treasure again. If you had no treasure when you get a Game Over, you lose half the gold from your bank instead. This is actually a lot worse than losing some of your treasures as gold is much harder to come by; Lost treasures can easily be recovered by simply replaying the level you found it in, which takes only a few minutes at most. Recovering the lost gold, in comparison, can take hours (or a lot of luck with the betting minigame). Also, losing a life costs you all the coins you got in that level so far. Of course, you'll probably get them back upon redo.
 Continuing is Painful / int_8258e260
featureApplicability
1.0
 Continuing is Painful / int_8258e260
featureConfidence
1.0
 Super Mario Bros. (Franchise)
hasFeature
Continuing is Painful / int_8258e260
 Continuing is Painful / int_83f8495b
type
Continuing is Painful
 Continuing is Painful / int_83f8495b
comment
In Zelda II: The Adventure of Link, noted to be the most Nintendo Hard of the series, you respawn in the temple in which you begin the game. This means it's a long and tedious walk, sometimes through several mandatory mini-levels that will chip away at your health and magic, to get back where you were. You also lose all of your experience pointsnote This was worse in the Japanese version, in which all of your stats (life, magic, and power) went down to the level of your lowest stat, and any 1-Up dolls you picked up can never be collected again. Also, fairies, potions, etc. are all one-time-use items that cannot be stored. However, cleared palaces remain cleared, and within the level you were playing, any needed items, keys, etc. remain in your inventory. Averted in the seventh and final level, the Great Palace, where getting a Game Over simply puts Link back at the start of the dungeon instead of all the way back to the Northern Palacenote since the Great Palace is so huge that entering it in the original FDS version required flipping to the other side of the disk.
 Continuing is Painful / int_83f8495b
featureApplicability
-1.0
 Continuing is Painful / int_83f8495b
featureConfidence
1.0
 Zelda II: The Adventure of Link (Video Game)
hasFeature
Continuing is Painful / int_83f8495b
 Continuing is Painful / int_84986bf9
type
Continuing is Painful
 Continuing is Painful / int_84986bf9
comment
RuneScape's penalties for death used to be brutal for the unprepared. Upon death, you'd lose all but your 3 most valuable items (the item's worth was not determined by its Grand Exchange price ("street price"), but by the amount you'd get by selling it to an in-game shopkeeper. For example, most high level items sell for a very small amount of coins in the shops, but their street price are often in the millions). This was made even worse by the fact that a stack was not counted as a single item when being kept on death, so if you died with a million coins and nothing else, you'd respawn with 3 coins, dropping the rest at the point of death. Some items were also never kept on death, and if you were "skulled" (recently attacked another player in the wilderness or entered the Abyss), you'd drop all of your items on death. To remedy this, gravestones were added. They last for up to 15 minutes unless blessed by a player; once blessed, they last for an hour. In addition, the process for determining which items to drop upon death was changed. Not only is the item's value determined by the street price, but the player can also choose which items they would like to keep, and some items will never drop on death. On top of that, a later update now allows players to reclaim their items from Death for a fee if they prefer (or if their gravestone's timer runs out), though gravestome timers were nerfed to accomodate for this. Of course, dying in the Wilderness just results in your items being dropped like they originally were.
Despite being intended to alleviate this trope, the aforementioned changes to the death system can sometimes make dying just painful as the original penalties. If you are carrying lots of high-level armour and weapons at the time of your death – not horribly uncommon at high-level boss encounters – expect a reclaim fee upwards of several million coins unless you are wearing a very specific ring at the time of your death. And if you try to go back to your gravestone and die before reaching it, everything Death was holding onto will be permanently destroyed, likely setting you back months or even years worth of progress.
This is place straight and averted in Old School as an Ultimate Ironman. You lack access to a bank, meaning you need to keep all your items in your (pitifully small for the job) 28 space inventory, not counting equipped items. If you unintentionally die in a bad area, or get killed by another player, your inventory is gone. Permanently. You only have the three items that were considered the most valuable by the game. However, an intentional death is a common strategy, as your items remain on the ground for an hour after death and remain unseeable by other players because of your Ironman status. This makes dying a valuable way to fill your inventory with useless quest items or venture somewhere dangerous and not need to worry about the actually valuable stuff.
 Continuing is Painful / int_84986bf9
featureApplicability
-1.0
 Continuing is Painful / int_84986bf9
featureConfidence
1.0
 RuneScape (Video Game)
hasFeature
Continuing is Painful / int_84986bf9
 Continuing is Painful / int_85ace659
type
Continuing is Painful
 Continuing is Painful / int_85ace659
comment
In Dream of Mirror Online, dying not only takes 10% off your EXP bar, but also reduces the durability of your items. This is very painful considering that if you preferred to train solo, you would have to buy several sets of the same armour to keep yourself well-defended at all times (you unlocked a new set of armour every 5 levels). As if that wasn't enough, your EXP bar could actually go into the negative if you were too far away from the next level. You wouldn't level down, though.
 Continuing is Painful / int_85ace659
featureApplicability
1.0
 Continuing is Painful / int_85ace659
featureConfidence
1.0
 Dream of Mirror Online (Video Game)
hasFeature
Continuing is Painful / int_85ace659
 Continuing is Painful / int_8628d86f
type
Continuing is Painful
 Continuing is Painful / int_8628d86f
comment
Earth & Beyond was a minor example where 1 death wasn't necessarily bad, but multiple deaths could add up to undesirable effect. For the most part death merely meant being towed back to whatever station you had registered, if you died on the other side of the galaxy this could mean over 30 minutes of flight 20+ load screens to get back to where you were. You also incurred an "EXP Debt" which caused EXP gains to be halved until the debt was paid off. Not so much a problem if you paid that debt off with Combat EXP, but Exploration and Trade EXP were rare commodities and having any gains on those halves was indeed painful. The real pain came in terms of equipment damage. All gear came with a % quality rating which effected its stats (vendor default being 100%, max crafted being 200%, and dropped varying from 80%-120%): higher quality weapons fired faster and did more damage, shields and reactors regenerated faster, and activated devices lasted longer. Each death had a chance to reduce any equipped gear's quality, and there was no way to "repair" an item. Craftable gear could be dismantled and rebuilt, but at max level there was no guarantee of the outcome % and people paid top dollar for those managing to turn out a 200% level VIII/IX item. Additionally there was a chance when dismantling to lose components, for rare items some of the components were virtually irreplaceable and their loss meant no rebuild was possible. Non-craftable gear (which was also usually non-tradeable) could never have its quality repaired, if multiple deaths caused its quality to drop too low your only option was to get a new one to drop.
 Continuing is Painful / int_8628d86f
featureApplicability
1.0
 Continuing is Painful / int_8628d86f
featureConfidence
1.0
 Earth & Beyond (Video Game)
hasFeature
Continuing is Painful / int_8628d86f
 Continuing is Painful / int_86814e56
type
Continuing is Painful
 Continuing is Painful / int_86814e56
comment
Final Fantasy VI actually inverts this trope: you're bumped back to the last point you saved, and you lose any money or items you've gained since you last saved, but you get to keep all your experience gained. On the other hand, you don't keep level-up bonuses from Espers, so if those are important to you, it might be better just to reset.
 Continuing is Painful / int_86814e56
featureApplicability
1.0
 Continuing is Painful / int_86814e56
featureConfidence
1.0
 Final Fantasy VI (Video Game)
hasFeature
Continuing is Painful / int_86814e56
 Continuing is Painful / int_86814e94
type
Continuing is Painful
 Continuing is Painful / int_86814e94
comment
There's a 10% EXP loss (which becomes 8% after level 24 and caps at 2400 per death) when you die after a few levels in when playing Final Fantasy XI. Lose enough EXP, and you can level down. Considering all equipment, abilities and spells are based on levels as well as having Clothes Make the Superman in this game, losing a level at certain points can cripple your character. It's easier to get EXP in this game compared to before, but the threat of leveling down means one thing: learn to play this game, or pay for it.
However, the above is what happens if you choose to NOT continue (return to homepoint). If you are revived or use a Reraise effect, you regain a value of exp and can regain levels (50% restored for Raise 1, 90% restored for Raise 3). However, upon being raised, you are Weakened, and your HP and MP are at fractional maximums for five minutes. If you are killed and raised again while weak, you go into an unnoted Double Weak status, which applies further penalties. Recovering from Weak can make or break some major fights (though some strategies in longer fights actually have scheduled party wipes at the battlefield entrance to buy time to reraise and full heal for the second half).
It's probably worth noting that, if the current system would bother anyone, the original system in FFXI would leave them choking on inchoate rage. Originally 10% of the maximum exp for the next level would be lost at any death (being low level does not protect you!) and the benefits of resurrection were substantially lower. Further, this exp loss was not capped. This translated to a player at level 75 losing (44,500 * 0.1 = 4,450) exp in a time when, with a full party of players, gaining anything over 2,000 exp per hour was considered reasonably good, with legendarily good parties making up to about 6,000 exp per hour. This system essentially led to most players being unwilling to attempt even moderately challenging content without proven competent players and a person's reputation and gear becoming extremely important as one death fest could result in hours and hours of mindless exp grinding.
 Continuing is Painful / int_86814e94
featureApplicability
1.0
 Continuing is Painful / int_86814e94
featureConfidence
1.0
 Final Fantasy XI (Video Game)
hasFeature
Continuing is Painful / int_86814e94
 Continuing is Painful / int_86ac9c99
type
Continuing is Painful
 Continuing is Painful / int_86ac9c99
comment
Veeshan's Peak was even worse, since not only could all the aforementioned problems happen, Verant Interactive deliberately upped the difficulty by disallowing the Game Masters and Guides from helping in any way. Bugged mob? Corpse stuck inside the background? TOUGH SHIT.
 Continuing is Painful / int_86ac9c99
featureApplicability
1.0
 Continuing is Painful / int_86ac9c99
featureConfidence
1.0
 Game Master
hasFeature
Continuing is Painful / int_86ac9c99
 Continuing is Painful / int_86b99b69
type
Continuing is Painful
 Continuing is Painful / int_86b99b69
comment
Softcore mode: You only lose half the money you're currently carrying. It's quite easy to avoid this, by keeping all your money stored in a chest or a safe, as your money isn't needed when you're exploring. 1.3 made it even more pointless to be carrying money on your person as you can now buy from vendors using the money stored in your piggy bank, safe or Defender's Forge. On Expert Difficulty, enemies can loot your coins from you and despawn, so you can't get the coins back from them.
 Continuing is Painful / int_86b99b69
featureApplicability
1.0
 Continuing is Painful / int_86b99b69
featureConfidence
1.0
 Dungeon Defenders (Video Game)
hasFeature
Continuing is Painful / int_86b99b69
 Continuing is Painful / int_879a0a6e
type
Continuing is Painful
 Continuing is Painful / int_879a0a6e
comment
The Berenstain Bears' Camping Adventure plays around with this. The game doesn't have level checkpoints and you can continue from the spot you are upon losing a life, So the game compensates for this by booting you all the way to the start of the game upon getting a Game Over, as you have no continues at all.
 Continuing is Painful / int_879a0a6e
featureApplicability
1.0
 Continuing is Painful / int_879a0a6e
featureConfidence
1.0
 Berenstain Bears' Camping Adventure (Video Game)
hasFeature
Continuing is Painful / int_879a0a6e
 Continuing is Painful / int_88a6ed81
type
Continuing is Painful
 Continuing is Painful / int_88a6ed81
comment
Romancing SaGa 2's LP does not replenish by staying at the inn. It's not okay to have a lord running low on LP during an important mission, which can sometimes render the entire quest uncompletable by the next lord.
 Continuing is Painful / int_88a6ed81
featureApplicability
1.0
 Continuing is Painful / int_88a6ed81
featureConfidence
1.0
 Romancing SaGa 2 (Video Game)
hasFeature
Continuing is Painful / int_88a6ed81
 Continuing is Painful / int_89927923
type
Continuing is Painful
 Continuing is Painful / int_89927923
comment
Urban Dead is an odd case where death can be either meaningless or excruciating. Die as a survivor, and you have to play as a zombie until you can be revived by another player. For players who like playing both sides this is no problem. For others, depending on the climate of the place where you died you may be able to walk two spaces to a designated revive point and be up in a few hours or you may have to trek across two suburbs, spending two AP per move since you're probably a low-level zombie.
Zombies used to have an extremely nerve-wracking one — high level survivors got a skill called "Headshot" which originally made you lose all your unspent experience points when they killed you. On top of the normal 10 AP penalty for standing back up, equivalent to a fifth of your day's actions. Due to the nature of the game it is nearly impossible to actually reduce your odds of being killed once every night as a zombie (it's all a matter of how populated your current location was with each side), at least without fleeing to an area with no survivors (and thus no XP). Combine this with game mechanics that quickly sap all your AP while searching for survivors (and the aforementioned AP penalty for dying) leaving you with little to actually attack with unless very lucky, and the result wasn't pleasant. Eventually the game's creator reduced the penalty on low level zombies, then changed Headshot to an extra 5 AP penalty instead of experience points (more immediately useful for the survivor, less painful for the zombie), and added a skill for zombies that reduced the base AP penalty for death by 90%, greatly relieving the pain.
 Continuing is Painful / int_89927923
featureApplicability
1.0
 Continuing is Painful / int_89927923
featureConfidence
1.0
 Urban Dead (Video Game)
hasFeature
Continuing is Painful / int_89927923
 Continuing is Painful / int_8d318bad
type
Continuing is Painful
 Continuing is Painful / int_8d318bad
comment
Zigzagged in Super Mario RPG. Dying and continuing allows you to keep the experience points and level ups you earned, meaning you can even game it to repeat boss battles for the high experience rewards. On the other hand, Mario's basic Jump attack is a Magikarp Power that permanently gains power with every enemy defeated by it: its power resets to zero when you die and continue, negating all the hard work you put into farming said attack into being the most powerful attack in your arsenal. Whether or not this game is an example of this trope depends on whether or not you're aware of the Jump attack's attribute and choose to use it.
 Continuing is Painful / int_8d318bad
featureApplicability
1.0
 Continuing is Painful / int_8d318bad
featureConfidence
1.0
 Super Mario RPG (Video Game)
hasFeature
Continuing is Painful / int_8d318bad
 Continuing is Painful / int_8eccda10
type
Continuing is Painful
 Continuing is Painful / int_8eccda10
comment
Villains & Vigilantes, since it's based on superhero comics where death is usually just a temporary setback, will usually allow a dead player character to be resurrected unless the player doesn't want to bring them back. However they go back to level 1 if this happens.
 Continuing is Painful / int_8eccda10
featureApplicability
1.0
 Continuing is Painful / int_8eccda10
featureConfidence
1.0
 Villains & Vigilantes (Tabletop Game)
hasFeature
Continuing is Painful / int_8eccda10
 Continuing is Painful / int_8f4731fb
type
Continuing is Painful
 Continuing is Painful / int_8f4731fb
comment
In the Pokémon Mystery Dungeon games, if you, your partner or any special NPCs in your party (or, in Pokémon Super Mystery Dungeon, your leader) die and you have no Reviver Seeds (the in-game equivalent of the aforementioned Amulet of Lifesaving) on hand to save you, you will be forcibly teleported from the dungeon you were in. This not only forces you to start from the first floor but you will lose all the money you carried and some of your inventory items, usually the best ones.
 Continuing is Painful / int_8f4731fb
featureApplicability
1.0
 Continuing is Painful / int_8f4731fb
featureConfidence
1.0
 Pokémon Mystery Dungeon (Video Game)
hasFeature
Continuing is Painful / int_8f4731fb
 Continuing is Painful / int_91ba9124
type
Continuing is Painful
 Continuing is Painful / int_91ba9124
comment
The Gam3: Despite being virtual reality, dying in-game is serious business due to a huge list of penalties. Includes: Loss of all credits the player had at the time, loss of levels, permanent decrease of all stats, decrease in skill proficiency for all skills, and the chance of unlearning abilities. Powerful items also tend to drop when a player dies, and memory loss has been mentioned.
 Continuing is Painful / int_91ba9124
featureApplicability
1.0
 Continuing is Painful / int_91ba9124
featureConfidence
1.0
 The Gam3
hasFeature
Continuing is Painful / int_91ba9124
 Continuing is Painful / int_935a39be
type
Continuing is Painful
 Continuing is Painful / int_935a39be
comment
Super Smash Bros. Brawl: If you use a continue in the game, you'll get a 20,000-point penalty in addition to getting your score cut in half, making it a more serious blow to anyone going for a high score.
 Continuing is Painful / int_935a39be
featureApplicability
1.0
 Continuing is Painful / int_935a39be
featureConfidence
1.0
 Super Smash Bros. Brawl (Video Game)
hasFeature
Continuing is Painful / int_935a39be
 Continuing is Painful / int_95818d99
type
Continuing is Painful
 Continuing is Painful / int_95818d99
comment
killer7 somehow straddles the border between Death Is a Slap on the Wrist and this: When one of the Smiths is killed, you start over at the nearest Harman's Room, with no penalty apart from not being able to use the same Smith again — unless you pick Garcian, the 'cleaner', and trek back to where you died to pick up their body. This is particularly irritating, because Garcian is armed with a dinky pistol that can't be upgraded at all, and if he goes down, the game is over for good. Thankfully, playing as Garcian makes fewer enemies appear, but it's still easy to make a level unwinnable in killer8 mode if a character dies behind an enemy that only that character can kill with ease.
 Continuing is Painful / int_95818d99
featureApplicability
1.0
 Continuing is Painful / int_95818d99
featureConfidence
1.0
 Killer7 (Video Game)
hasFeature
Continuing is Painful / int_95818d99
 Continuing is Painful / int_959e314b
type
Continuing is Painful
 Continuing is Painful / int_959e314b
comment
Fire Emblem Heroes is very painful in a different way. Defeated characters don't die permanently, but lose ALL experience and skill points gained from that particular map. And losing a map still costs stamina, which is very limited in the late game. Thankfully this was alleviated later on as EXP is kept even if a character falls and with an increase to the stamina cap, grinding became much less taxing. However this trope still applies to quests involving completing maps with all characters alive, as regardless of if one or three characters fall in a map, you are not completing the quest and since these usually involve story or training tower maps, they still cost stamina to play.
 Continuing is Painful / int_959e314b
featureApplicability
1.0
 Continuing is Painful / int_959e314b
featureConfidence
1.0
 Fire Emblem Heroes (Video Game)
hasFeature
Continuing is Painful / int_959e314b
 Continuing is Painful / int_980a4d78
type
Continuing is Painful
 Continuing is Painful / int_980a4d78
comment
In Bomberman games, dying is really bad during the single player as you will lose every ability-based powerup such as the 'Bomb Kick', 'Power Glove, and 'Line Bomb' skills. Thankfully you keep all the stat boosting powerups you had at the very least, so you still have a chance. Lose your last life, though... and every last one of your powerups are gone.
Continuing from a Game Over on the regular stages is already incredibly painful, as you're literally back to level one — strength wise. And depending on the game, it can easily take up to a dozen levels or more to get back to your original strength. Though painful, it is not too big an ordeal with perseverance and a good bit of luck. Get a Game Over to a Boss, though? You are absolutely SCREWED, as most bosses in the typical Bomberman games do not drop any powerups at ALL. Have fun killing that difficult boss now with only a single bomb with the weakest blast radius and NO way of empowering yourself. You may as well start the game all over at this point.
The Japanese version of Bomberman 64: The Second Attack! one-ups all the other games by taking away all of your power-ups after one death! The American version remedies this by adding a lives system that allows you to die three times and keep your powers.
This is especially painful in Saturn Bomberman, where the only way to save your game is to get a Game Over, so you can't even save without losing every single power-up.
Hell, even continuing to the next level after beating the last takes away some of your best power ups in certain games, though technically that takes the sting away from this trope.
In multiplayer games, dying usually causes your power ups to appear randomly throughout the stage for the remaining players to collect. As some later entries in the series give you a chance to return to the game (with no power ups) by tossing bombs from the sidelines and taking out another player, this somewhat fits the trope. Of course, the player you just killed drops all their power ups...
Of course, all powerups are destroyable. This means you may accidentally destroy some of your old powerups in the process of killing someone to get back into the game. This also means if you don't intend on getting back, you can deliberately destroy your old treasures to ensure no one gets them.
 Continuing is Painful / int_980a4d78
featureApplicability
1.0
 Continuing is Painful / int_980a4d78
featureConfidence
1.0
 Bomberman (Video Game)
hasFeature
Continuing is Painful / int_980a4d78
 Continuing is Painful / int_9979ce1f
type
Continuing is Painful
 Continuing is Painful / int_9979ce1f
comment
Grand Theft Auto: Chinatown Wars, when you're arrested, has the police confiscate all your guns and the drugs you have on you (which might represent thousands of dollars of in-game money.) Since guns are relatively hard to acquire, and getting killed features neither of these penalties, it leads to an odd situation where, when in danger of being arrested, the smart thing to do is try to get killed instead. Which, oddly, makes it more tempting to cause more ruckus around the city, since police will be more likely to try to kill you than to arrest you at 4 stars or higher. So in summary: it's more dangerous to go around with 2 stars and get busted than to get 6 stars and get blown up by a goddamn tank. Blaze of glory indeed.
 Continuing is Painful / int_9979ce1f
featureApplicability
1.0
 Continuing is Painful / int_9979ce1f
featureConfidence
1.0
 Grand Theft Auto: Chinatown Wars (Video Game)
hasFeature
Continuing is Painful / int_9979ce1f
 Continuing is Painful / int_9bcf051b
type
Continuing is Painful
 Continuing is Painful / int_9bcf051b
comment
The Final Fantasy Legend is a rare example of an RPG using Video-Game Lives. Each party member is given three hearts, and if any of them die, they you will need to spend one of their hearts at a House of Healing to revive them in addition to the usual fee. If they have no hearts, they can't be revived. You can buy hearts for party members, but they are so expensive that you're better off retiring and replacing party members that can't be revived anymore.
 Continuing is Painful / int_9bcf051b
featureApplicability
1.0
 Continuing is Painful / int_9bcf051b
featureConfidence
1.0
 The Final Fantasy Legend (Video Game)
hasFeature
Continuing is Painful / int_9bcf051b
 Continuing is Painful / int_9d34190a
type
Continuing is Painful
 Continuing is Painful / int_9d34190a
comment
The Elder Scrolls
Averted when the Player Character actually dies. You simply reload your last save and pick back up from there, with the only loss being of any progress since then. Nothing else changes in the game world.
Played straight with continuing if you have a bounty and are caught by a guard. You'll be given three options: pay the fine (set based on the crime you committed), go to jail, or resist arrest. Paying the fine isn't too bad of a penalty for anyone other than a brand new starting character thanks to the series' Money for Nothing. Going to jail causes one of your skills (chosen at random) to atrophy. Again, nothing too horrible. However, choosing any option other than "resist arrest" causes the guard to confiscate any stolen goods you are carrying (which may be a much bigger problem). Thankfully, you can steal them back from "evidence" chests in nearby forts, guard houses, and jails, but this can still be painful.
 Continuing is Painful / int_9d34190a
featureApplicability
-1.0
 Continuing is Painful / int_9d34190a
featureConfidence
1.0
 The Elder Scrolls (Franchise)
hasFeature
Continuing is Painful / int_9d34190a
 Continuing is Painful / int_9d37e993
type
Continuing is Painful
 Continuing is Painful / int_9d37e993
comment
Edge of Tomorrow has a "Groundhog Day" Loop where the protagonist goes back in time every time he dies. And because of that, he always wakes up shocked and flinching from whatever killed him before.
 Continuing is Painful / int_9d37e993
featureApplicability
1.0
 Continuing is Painful / int_9d37e993
featureConfidence
1.0
 Edge of Tomorrow
hasFeature
Continuing is Painful / int_9d37e993
 Continuing is Painful / int_9db1766a
type
Continuing is Painful
 Continuing is Painful / int_9db1766a
comment
When you use an item in the Devil May Cry games, it's used for good, and if you die, you will have to do the sequence (or the entire level) again without recovering the items you already used. The first game has very strict consequences on continuing compared to the sequels; dying without a Yellow Orb would force you to go back and load a save file. On the other hand, if you have any Yellow Orbs, you are forced to use one when you die, as opposed to having an option to deny, and being able to quit, retry and go shopping as later games would allow. Then again, the games do all they can to discourage constant use of items.
 Continuing is Painful / int_9db1766a
featureApplicability
1.0
 Continuing is Painful / int_9db1766a
featureConfidence
1.0
 Devil May Cry (Video Game)
hasFeature
Continuing is Painful / int_9db1766a
 Continuing is Painful / int_9f02efb1
type
Continuing is Painful
 Continuing is Painful / int_9f02efb1
comment
EverQuest has one of the hardest death penalties ever. Experience loss (although that could be lessened with help of a cleric), plus, every piece of equipment and inventory remained with your corpse, forcing you to recover it while naked or using sub par secondary equipment. Furthermore, if you failed to recover your corpse within 3 hours, all of the equipment vanished forever (this was later eliminated with the addition of a graveyard zone, where old corpses appeared after vanishing regularly). What makes this especially harsh is that you need a decently geared group to even deal with minor monsters in the dungeons, and, in some cases, not even invisibility allowed you to go through them, meaning you had to recruit help from other people just to recover your corpse. Fortunately, it was possible to recover corpses with the clever use of invulnerability spells and with some creativity (and re-dying a few times in the process).
Exception to this: dying in lava. Unless you could recruit the help of a necromancer — which was frequently expensive — your corpse was just lost.
Exception 2: Dying in some high tier zones (Plane of Hate, for example) virtually meant you had lost your corpse, since there was almost no way to survive entering it without dying, if naked. The only possibility was to use a two minute window to resurrect a couple of people, and try to hold out against three minor enemies (every single one capable of destroying an unprepared raid), while resurrecting the rest of the people. The problem is that you have no way of knowing when that two minute opening occurs, so this was mostly a luck-based mission.
Veeshan's Peak was even worse, since not only could all the aforementioned problems happen, Verant Interactive deliberately upped the difficulty by disallowing the Game Masters and Guides from helping in any way. Bugged mob? Corpse stuck inside the background? TOUGH SHIT.
Everquest's penalties for dying slowly got less severe until they finally did away with corpse runs all together. The exp loss can still be pretty painful, though.
In Everquest 2, there was originally a variation on corpse runs for "life shards". You would slowly regenerate 50% of your lost exp, but to regenerate the other 50% you had to go retrieve your life shard from where you died. This mechanic was removed fairly early on, some time between the first and second expansions. Now all that happens is a rather pitiful 0.5% regenerating exp loss per death and damaging your armor by 10% forcing you to pay to have it repaired.
 Continuing is Painful / int_9f02efb1
featureApplicability
1.0
 Continuing is Painful / int_9f02efb1
featureConfidence
1.0
 EverQuest (Video Game)
hasFeature
Continuing is Painful / int_9f02efb1
 Continuing is Painful / int_9f89a5f0
type
Continuing is Painful
 Continuing is Painful / int_9f89a5f0
comment
The Pokémon games used to take away half your money when you lost a battle, even when you reach the money cap of $999,999. It was a pretty good reason to agree to have your mom save a quarter of the cash you earn in the second-generation games. Pokémon FireRed and LeafGreen removed the "lose half your money" punishment and instead made you lose money based on the number of Gym Badges you have and your highest level Pokémon, which carried on into future games.
Pokémon Legends: Arceus takes this even further. Now, even attacks outside of battle can take you out. If you bite the dust due to fall damage or take too many hits from wild Pokémon attacks, you will drop some items in your satchel as well as money. This can be later averted if you or another player manages to locate your satchel, upon which the recovered items will return to storage.
 Continuing is Painful / int_9f89a5f0
featureApplicability
-1.0
 Continuing is Painful / int_9f89a5f0
featureConfidence
1.0
 Pokémon (Franchise)
hasFeature
Continuing is Painful / int_9f89a5f0
 Continuing is Painful / int_9ff1dc28
type
Continuing is Painful
 Continuing is Painful / int_9ff1dc28
comment
In King of the Castle, if one of the territories gains a Defiance score higher than both the King's Authority and Stability scores, the players representing it can instigate a rebellion. If the rebellion succeeds, they instantly win, but if it fails, they usually end up worse off than they were before; their Defiance drops to zero, and all progress on achieving their own Scheme is paused during a revolt, while the other two factions can progress theirs and take the lead.
 Continuing is Painful / int_9ff1dc28
featureApplicability
1.0
 Continuing is Painful / int_9ff1dc28
featureConfidence
1.0
 King of the Castle (Video Game)
hasFeature
Continuing is Painful / int_9ff1dc28
 Continuing is Painful / int_a2fbefd9
type
Continuing is Painful
 Continuing is Painful / int_a2fbefd9
comment
In the MMORPG PlaneShift, death was originally a slap on the wrist, with the only penalty being a run through the Death Realm and starting back at your race's spawn point. Some people were abusing this by using death as a shortcut to get back to their spawn point quickly, so they added a new penalty, Dakkru's Curse, which cuts all your stats in half for 30 real-life minutes. If you have too much stuff you might not even be able to move at all.
 Continuing is Painful / int_a2fbefd9
featureApplicability
1.0
 Continuing is Painful / int_a2fbefd9
featureConfidence
1.0
 PlaneShift (Video Game)
hasFeature
Continuing is Painful / int_a2fbefd9
 Continuing is Painful / int_a599305d
type
Continuing is Painful
 Continuing is Painful / int_a599305d
comment
In the Mega Man Zero series, dying knocks three points off of your mission score. This is perfectly fair. However, dying also removes any points you'd accumulated from destroying enemies. God forbid you try to perfect-run the final stage.
As additional punishment, you lose points not only for the retry, you lose points for damage and the time spent getting back up to where you were. If you were going for the EX Skills, you've got a lot of ground to make up after you die.
Even if you don't care about your rank or EX Skills, dying can still be a problem for new players because the game overs in the Zero series are handled differently compared to other Mega Man games. If you lose all your lives, you don't get booted back to the stage select screen with a new stock, you have to restart from your last save. If you saved with no extra lives, the game could get much harder since you then couldn't rely on in-stage checkpoints until you got more, and the series is hard enough as it is. Sometimes, even if you still managed to beat a stage, if you died a lot and had no extra lives left, it would be better to simply reset and try to beat it again with more lives than to save and continue in that predicament.
Played with in Mega Man Zero, where running out of lives and continues on a mission doesn't just cause a game over, but rather, the plot continues to the next mission, just with minor plot details changed to accommodate for Zero failing. However, if you KEEP losing, the rebel's base is attacked, and the game pits you against a boss from much later in the game, who you most certainly are not skilled enough to fight if you've lost enough for him to show up this early.
The Zero/ZX Legacy Collection actually inverts this trope entirely, via a new feature: a checkpoint system called "Save Assist". If you activate it, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as a unlimited lives system. If you die, it'll roll the game back to the last checkpoint you passed, with full health and Weapon/Biometal energy. Doing this also undoes any damage or time wasted between the last time you reached a save-point and your death(Thus, you dont get more damage penalty or enemy score reset), making it LESS painful to reach rank A/S and obtaining those EX skillsnote or in Mega Man ZX, it allows you to just return to last check point in case you are trying to score a LV4 victory and accidentally hit the enemy on its weak point, as well as avoiding the need to get extra lives/have save files or restart the level from scratch. You are also not penalized in any way or form for using this system.
 Continuing is Painful / int_a599305d
featureApplicability
1.0
 Continuing is Painful / int_a599305d
featureConfidence
1.0
 Mega Man Zero (Video Game)
hasFeature
Continuing is Painful / int_a599305d
 Continuing is Painful / int_a6543322
type
Continuing is Painful
 Continuing is Painful / int_a6543322
comment
Continuing in a Touhou Project game is bad. It invariably flushes your score, frequently adds a mark of shame in the form of a +1, and almost always locks you out of the good ending (only averted in the Phantasmagoria games). And in 10 through 12 it sends you back to the start of the stage with two lives in stock. Since the games are generally based on saving up lives for the final boss...
The eighth game, Touhou Eiyashou ~ Imperishable Night, is even worse for this. Continuing costs you Time, and taking too long automatically earns you the Bad Ending. Continue once before the end of Stage 5 and you can't access Final B, the game's true final stage. Oh, and if you run out of lives in Final B you don't even get the chance to continue - you just get the bad ending by default.
On the other hand, the Touhou games are a bit forgiving: in all but one of the games that feature power and in-place continuing, after losing your last life a bunch of full-power icons fly out of you. You can grab them after expending a continue (Touhou Shinreibyou ~ Ten Desires just sets you to full power as soon as you continue instead). Touhou Chireiden ~ Subterranean Animism takes the concept a step further and does this when you lose your last reserve life (so you're still alive, but one more hit is game over). The exception is the second game, which sets you to zero power. The second game also makes gathering power difficult, and makes being at full power especially important. Continuing just isn't worth trying.
 Continuing is Painful / int_a6543322
featureApplicability
-1.0
 Continuing is Painful / int_a6543322
featureConfidence
1.0
 Touhou Project (Franchise)
hasFeature
Continuing is Painful / int_a6543322
 Continuing is Painful / int_a6e05c2d
type
Continuing is Painful
 Continuing is Painful / int_a6e05c2d
comment
This is especially painful in Saturn Bomberman, where the only way to save your game is to get a Game Over, so you can't even save without losing every single power-up.
 Continuing is Painful / int_a6e05c2d
featureApplicability
1.0
 Continuing is Painful / int_a6e05c2d
featureConfidence
1.0
 Saturn Bomberman (Video Game)
hasFeature
Continuing is Painful / int_a6e05c2d
 Continuing is Painful / int_a7bb2a13
type
Continuing is Painful
 Continuing is Painful / int_a7bb2a13
comment
The Zero/ZX Legacy Collection actually inverts this trope entirely, via a new feature: a checkpoint system called "Save Assist". If you activate it, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as a unlimited lives system. If you die, it'll roll the game back to the last checkpoint you passed, with full health and Weapon/Biometal energy. Doing this also undoes any damage or time wasted between the last time you reached a save-point and your death(Thus, you dont get more damage penalty or enemy score reset), making it LESS painful to reach rank A/S and obtaining those EX skillsnote or in Mega Man ZX, it allows you to just return to last check point in case you are trying to score a LV4 victory and accidentally hit the enemy on its weak point, as well as avoiding the need to get extra lives/have save files or restart the level from scratch. You are also not penalized in any way or form for using this system.
 Continuing is Painful / int_a7bb2a13
featureApplicability
1.0
 Continuing is Painful / int_a7bb2a13
featureConfidence
1.0
 Mega Man ZX (Video Game)
hasFeature
Continuing is Painful / int_a7bb2a13
 Continuing is Painful / int_a825da3e
type
Continuing is Painful
 Continuing is Painful / int_a825da3e
comment
Magic: The Gathering
The Shards of Alara expansion has Lich's Mirror, which effectively gives you a fresh start if you were to lose the current game. However nice a new hand and 20 life may seem, though, you've removed all of your resources from the battlefield. Unless you planned ahead and eliminated your opponent's resources beforehand, expect them to swing you in a couple of turns.
Inverted with Karn Liberated. His ultimate ability literally restarts the game. However instead of causing an endless loop of the same thing, he puts anything he exiled under your control, including other people's creatures, enchantments, artifacts and so on. If you did a good job of protecting him while he was exiling stuff, you can end up with anything from a decent advantage to an army that can beat your opponent's face in during the same turn.
 Continuing is Painful / int_a825da3e
featureApplicability
1.0
 Continuing is Painful / int_a825da3e
featureConfidence
1.0
 Magic: The Gathering (Tabletop Game)
hasFeature
Continuing is Painful / int_a825da3e
 Continuing is Painful / int_ab515a31
type
Continuing is Painful
 Continuing is Painful / int_ab515a31
comment
Similarly, some other games, like the House of the Dead series and Confidential Mission will dock you points for losing a life, and even more for continuing. In fact, in the latter, your score can drop into negative numbers, and when it does it will turn red to emphasize how much you suck.
 Continuing is Painful / int_ab515a31
featureApplicability
1.0
 Continuing is Painful / int_ab515a31
featureConfidence
1.0
 House of the Dead (Video Game)
hasFeature
Continuing is Painful / int_ab515a31
 Continuing is Painful / int_abfef348
type
Continuing is Painful
 Continuing is Painful / int_abfef348
comment
In Adventures of Dino Riki, Dino Riki's primary weapon is throwing rocks which are unreliably slow but can be replaced, via weapon upgrade, with Tomahawks, Boomerangs, and finally Fireballs. Unfortunately, dying reduces him back to using rocks which leaves him at the mercy of fast-moving enemies.
 Continuing is Painful / int_abfef348
featureApplicability
1.0
 Continuing is Painful / int_abfef348
featureConfidence
1.0
 Adventures Of Dino Riki (Video Game)
hasFeature
Continuing is Painful / int_abfef348
 Continuing is Painful / int_ac18cb12
type
Continuing is Painful
 Continuing is Painful / int_ac18cb12
comment
In Baroque, when you die, your level is reset to 1, you lose all your inventory items, you lose any brands or parasites applied to your character, and you lose any stat gains from sources other than level-ups. All you get to keep is any items you had the Collector hold and the Angelic Rifle. And you'll die. A lot. How much? Much of the game's plot is told to you in conversations and cutscenes that are triggered by your character dying. The real kicker? This happens if you succeed in clearing the dungeon as well, which you will have to do at least a few times to get to the story's end. After a while, the game starts to feel like some "Groundhog Day" Loop that only applies to you.
 Continuing is Painful / int_ac18cb12
featureApplicability
1.0
 Continuing is Painful / int_ac18cb12
featureConfidence
1.0
 Baroque (Video Game)
hasFeature
Continuing is Painful / int_ac18cb12
 Continuing is Painful / int_ac23474c
type
Continuing is Painful
 Continuing is Painful / int_ac23474c
comment
Inverted in Triggerheart Exelica, where the bosses tend to be easier, with only one form, if you continue. 'Course, it's because you forfeited your score and medals gained when you do so.
 Continuing is Painful / int_ac23474c
featureApplicability
1.0
 Continuing is Painful / int_ac23474c
featureConfidence
1.0
 Triggerheart Exelica (Video Game)
hasFeature
Continuing is Painful / int_ac23474c
 Continuing is Painful / int_ae050a9f
type
Continuing is Painful
 Continuing is Painful / int_ae050a9f
comment
It's a rare occurence, but a case of this trope can occur in Ocarina of Time if you get killed by a Like-Like. Normally, if a Like-Like eats your shield or tunic, you can just kill it to get them back. If the damage from the Like-Like kills you, though, those items are gone. Shields are easy to buy back, but the Goron and Zora tunics are stupidly expensive. In fact, there's no way you can afford a replacement Zora tunic without the Giant's wallet upgrade. Lose the one King Zora gives you and don't have the upgrade? Have fun completing the Water Temple without the Zora tunic!
 Continuing is Painful / int_ae050a9f
featureApplicability
1.0
 Continuing is Painful / int_ae050a9f
featureConfidence
1.0
 The Legend of Zelda: Ocarina of Time / Videogame
hasFeature
Continuing is Painful / int_ae050a9f
 Continuing is Painful / int_aeb17f4e
type
Continuing is Painful
 Continuing is Painful / int_aeb17f4e
comment
The Mystery Dungeon series uses this with varying degrees of sadism.
When you die in Mystery Dungeon: Shiren the Wanderer, you're sent back to the starting town, knocked down to level 1 and stripped of any equipment, weapons and armor you hadn't the foresight to store. This is the standard for most Roguelikes that don't have Permadeath, including games such as Azure Dreams and Izuna (which at least spares you the level drain — when Izuna complains about losing her stuff in the second game, Shino tells her to be grateful that she keeps her levels!).
Downplayed if you have the Undo Grass in Shiren the Wanderer 5. If you die while holding it, you can simply choose to go back to town with everything except for your levels (which usually get reset back to level 1 anyways regardless of whenever you cleared the dungeon or not). Allies also still keep their levels even when they die, in exchange for leveling up slower than you.
In the Pokémon Mystery Dungeon games, if you, your partner or any special NPCs in your party (or, in Pokémon Super Mystery Dungeon, your leader) die and you have no Reviver Seeds (the in-game equivalent of the aforementioned Amulet of Lifesaving) on hand to save you, you will be forcibly teleported from the dungeon you were in. This not only forces you to start from the first floor but you will lose all the money you carried and some of your inventory items, usually the best ones.
This can actually potentially be inverted with the SOS mail mechanic. Should another player rescue you, you can continue where you left off. You can then go ahead and send a Thank-You mail.
For the really unlucky or foolish, invoking Kecleon's Wrath prevents any chance of a rescue attempt by other players, and turns your entire inventory into Plain Seeds, the item which a reviver seed turns into after it's been used. Useless and not even good for Shop Fodder.
Likewise, losing in any of the Chocobo's Dungeon games boots you out of the dungeon, and all of your cash and items on hand that aren't equipped or stored away are lost.
 Continuing is Painful / int_aeb17f4e
featureApplicability
1.0
 Continuing is Painful / int_aeb17f4e
featureConfidence
1.0
 Mystery Dungeon (Video Game)
hasFeature
Continuing is Painful / int_aeb17f4e
 Continuing is Painful / int_af60702d
type
Continuing is Painful
 Continuing is Painful / int_af60702d
comment
In the original The Legend of Zelda, continuing will result in Link's life only being 3 hearts full for the next round. Potions and/or fairies that were consumed during whatever battle killed you don't come back either. And you have to find your way back to where you died from (often) somewhere outside the dungeon. The dungeons are structured so that it's not as painful as starting at the beginning of the level in a more linear game, but death can be a real nuisance.
 Continuing is Painful / int_af60702d
featureApplicability
1.0
 Continuing is Painful / int_af60702d
featureConfidence
1.0
 The Legend of Zelda (Video Game)
hasFeature
Continuing is Painful / int_af60702d
 Continuing is Painful / int_b0666b59
type
Continuing is Painful
 Continuing is Painful / int_b0666b59
comment
Neverwinter Nights (D&D again) likes to punish you for kicking the bucket with a significant portion of your wealth and XP subtracted on your return to life. You henchmen could regularly drop dead with no problems however.
The first add on pack had a magic ring that consumed special gems instead in the first act, but after that...
The second add on had a similar idea with the 'relic of the reaper' both of these could become expensive if you died to often.
However, you can always save and reload.
Neverwinter Nights 2 completely averts this trope, however. Death is truly a slap on the wrist. Party members — including the main character — don't actually die, they suffer a Non-Lethal K.O. and stand up with one HP when combat is over with no ill effects.
Although not in the second expansion Storm of Zehir. A teammate that suffers a Non-Lethal K.O. will bleed out and die if left untreated, whereupon if you don't have a divine spellcaster who can revive them, you have to take them to a temple and pay the priest to do it.
 Continuing is Painful / int_b0666b59
featureApplicability
1.0
 Continuing is Painful / int_b0666b59
featureConfidence
1.0
 Neverwinter Nights (Video Game)
hasFeature
Continuing is Painful / int_b0666b59
 Continuing is Painful / int_b1bd2dba
type
Continuing is Painful
 Continuing is Painful / int_b1bd2dba
comment
TrackMania - If you fall off the track or get stuck somewhere, you can respawn at a checkpoint, but your race time will be worthlessly slow, forcing you to restart at the beginning of the track. Thankfully, it takes 3 seconds top to restart a track.
 Continuing is Painful / int_b1bd2dba
featureApplicability
1.0
 Continuing is Painful / int_b1bd2dba
featureConfidence
1.0
 TrackMania (Video Game)
hasFeature
Continuing is Painful / int_b1bd2dba
 Continuing is Painful / int_b309c0b
type
Continuing is Painful
 Continuing is Painful / int_b309c0b
comment
Pathologic 2 is framed like a theatrical play, albeit one with all the dangers and needs of real life. When the protagonist dies, the play's director replaces him with an understudy, and so on, ad infinitum. However, each actor is progressively worse than the "Artemy Burakh" that got the original part: this is represented by incremental penalties to your health/hunger/exhaustion meters that can never be removed. One penalty is miniscule, but as they stack up (and they almost certainly will) more than half your health can be lost. And no, it isn't the sort of game that permits Save Scumming.
 Continuing is Painful / int_b309c0b
featureApplicability
1.0
 Continuing is Painful / int_b309c0b
featureConfidence
1.0
 Pathologic 2 (Video Game)
hasFeature
Continuing is Painful / int_b309c0b
 Continuing is Painful / int_b31277af
type
Continuing is Painful
 Continuing is Painful / int_b31277af
comment
In The Legend of Dark Witch, continuing after death erases all of your built up Tres.
 Continuing is Painful / int_b31277af
featureApplicability
1.0
 Continuing is Painful / int_b31277af
featureConfidence
1.0
 The Legend of Dark Witch (Video Game)
hasFeature
Continuing is Painful / int_b31277af
 Continuing is Painful / int_b34ad8d2
type
Continuing is Painful
 Continuing is Painful / int_b34ad8d2
comment
Losing your weapon in later levels of Adventure Island can render the game completely unwinnable, as there are many areas after restart points with undodgeable enemies and no weapon replacements nearby. "Guess you just gotta commit suicide (with all your lives)".
 Continuing is Painful / int_b34ad8d2
featureApplicability
1.0
 Continuing is Painful / int_b34ad8d2
featureConfidence
1.0
 Adventure Island (Video Game)
hasFeature
Continuing is Painful / int_b34ad8d2
 Continuing is Painful / int_b4501394
type
Continuing is Painful
 Continuing is Painful / int_b4501394
comment
But Left 4 Dead 2, on the other hand, also has defib units which, despite all logic, revive dead players no matter what killed them. In Campaign mode, they're good to have around. However, using them in Versus mode will inflict a 25 point penalty for the team, regardless of whether or not you actually make it to the saferoom, in addition to the reduced health defibbing normally gives.
 Continuing is Painful / int_b4501394
featureApplicability
1.0
 Continuing is Painful / int_b4501394
featureConfidence
1.0
 Left 4 Dead 2 (Video Game)
hasFeature
Continuing is Painful / int_b4501394
 Continuing is Painful / int_b4967d43
type
Continuing is Painful
 Continuing is Painful / int_b4967d43
comment
Sonic the Hedgehog has this for many games:
Every game since Sonic Adventure 2 (except for Sonic Colors and Sonic Generations) will reset your score to zero every time you die. To add insult to injury, every level is ranked at the end, so if you die at any point past the first checkpoint, expect an infuriating "E" rank as you reward for getting to the end. Dying close the beginning of the level gave you enough time to make up your score, but dying near the end (or even worse, at the last checkpoint) would make sure you got nothing but an "E". A "D" if you're lucky. The time bonus and ring bonus simply aren't enough to make up for the raw score you get over the level.
Sonic the Hedgehog 2 is an example in which continuing after something beneficial happens can be painful: once you go into a Special Stage, you come back out with no rings. Thankfully, this isn't the case when playing as Knuckles in the original version of Knuckles in Sonic 2. In the 2013 remake, however, Knuckles also loses all of the rings when he comes out of a Special Stage.
Die once on the final boss of Sonic (3) & Knuckles, and you get no rings for your next attempt. What's worse is that, in order to get to this boss, you have to go through a long stage, then fight a boss which utilizes a frustrating gimmick that can take some time to get to work. What makes this a problem? The timer doesn't reset. Have fun beating that boss with ten seconds left on the clock. It's not a problem with the True Final Boss though.
In Sonic Heroes, nearly every level in the game is a 10-15 minute marathon (the Chaotix mission for Mystic Mansion approaches half an hour) — sure, none of the jumps are individually particularly hard, but you have a good chance of messing up one somewhere along the line. Good luck A-ranking the Hard mode, where each level is 10-15 minutes of raw Platform Hell where you can die if your Light Dash causes you to Blue Tornado instead. It gets infuriating trying to complete such long levels without dying (AND making sure you're doing well enough to get the A Rank you're trying to preserve). As you progress through levels, hitting checkpoints and killing enemies, your teammates will gain levels, up to level 3. When you've got a full team at level 3, destroying enemies is a joke and platforming can be done quickly and smoothly. But if you die, you are sent back to your last checkpoint with all three of your team members at level 0. If you couldn't do it at level 3, be prepared to try again with the clunky, slow and weak abilities of a level 0 team.
Sonic Unleashed is even more brutal. While score is reset, the time isn't. In the nighttime stages, score is even more important than usual. Sonic is slow as a Werehog, which means your time bonus is pretty useless. A death takes such a heavy toll on your score, that most levels in the game can be S ranked purely by not dying, regardless of any other effort placed on killing enemies or getting score. On top of that, dying will bring you back with an empty unleash meter.
Sonic Colors doesn't reset your score but unfortunately, it doesn't reset the time back to 0:00 (or whatever it was when you most recently hit a checkpoint) either. It continues from what it was when you died. So it's still painful.
Dying in Sonic Generations negates you from earning an S rank in that stage, plus keeps whatever time you had when you died. In the challenge acts, while time is the only factor for S ranks, you'll likely have to start over from the beginning to get them, since you probably won't make it in time.
 Continuing is Painful / int_b4967d43
featureApplicability
1.0
 Continuing is Painful / int_b4967d43
featureConfidence
1.0
 Sonic the Hedgehog (Franchise)
hasFeature
Continuing is Painful / int_b4967d43
 Continuing is Painful / int_b52f14ad
type
Continuing is Painful
 Continuing is Painful / int_b52f14ad
comment
Dying in Loopmancer and restarting a loop costs you all credits and in-mission buffs, although you can keep Cores and Mementos for unlocking new skills.
 Continuing is Painful / int_b52f14ad
featureApplicability
1.0
 Continuing is Painful / int_b52f14ad
featureConfidence
1.0
 Loopmancer (Video Game)
hasFeature
Continuing is Painful / int_b52f14ad
 Continuing is Painful / int_b55b8015
type
Continuing is Painful
 Continuing is Painful / int_b55b8015
comment
The NES Ninja Gaiden games are very cruel about this. If you die while fighting a boss, you get knocked back to the beginning of the previous level. If you lose your last life while fighting the boss, there's a good chance you'll get booted all the way back to the beginning of the act. Worse, dying on any of the final bosses automatically boots you back to Act 6-1. In addition, cinematic introduction of bosses refill your life bar, while facing the same boss again after a previous failure does not.
 Continuing is Painful / int_b55b8015
featureApplicability
1.0
 Continuing is Painful / int_b55b8015
featureConfidence
1.0
 Ninja Gaiden (Video Game)
hasFeature
Continuing is Painful / int_b55b8015
 Continuing is Painful / int_b6145a16
type
Continuing is Painful
 Continuing is Painful / int_b6145a16
comment
SoulBlazer takes away all of your gems (MP) when you die. This is very minor until the very end of the game, where you can't hurt the final boss without magic.
 Continuing is Painful / int_b6145a16
featureApplicability
1.0
 Continuing is Painful / int_b6145a16
featureConfidence
1.0
 SoulBlazer (Video Game)
hasFeature
Continuing is Painful / int_b6145a16
 Continuing is Painful / int_babc3924
type
Continuing is Painful
 Continuing is Painful / int_babc3924
comment
In Mario & Luigi: Dream Team, continuing in Normal Mode isn't too painful (continue from where you left off). In Hard Mode? Ouch. Because you're straight back to the title screen, with all data since the last save point lost. Add some very long cutscenes (and mostly unskippable) before giant bosses, and oh boy is dying a pain.
 Continuing is Painful / int_babc3924
featureApplicability
1.0
 Continuing is Painful / int_babc3924
featureConfidence
1.0
 Mario & Luigi: Dream Team (Video Game)
hasFeature
Continuing is Painful / int_babc3924
 Continuing is Painful / int_be68ee29
type
Continuing is Painful
 Continuing is Painful / int_be68ee29
comment
Super Smash Bros. for Nintendo 3DS and Wii U: In Classic Mode, accepting a Continue when you lose takes away some of your prize money, a few of your earned rewards (from 1 prize at difficulty 2.0 up to 5 at 9.0), and automatically lowers the difficulty by 0.5. This last part is particularly infuriating for anyone going for the Challenge for beating Classic on 9.0, because a single Game Over anywhere in your run (including Master Core) means you're totally screwed.
 Continuing is Painful / int_be68ee29
featureApplicability
1.0
 Continuing is Painful / int_be68ee29
featureConfidence
1.0
 Super Smash Bros. for Nintendo 3DS and Wii U (Video Game)
hasFeature
Continuing is Painful / int_be68ee29
 Continuing is Painful / int_beac6ffb
type
Continuing is Painful
 Continuing is Painful / int_beac6ffb
comment
Majora's Mask is particularly punishing in the way it handles continuing and saving. If you lose all of your hearts, you respawn from the last entrance or exit you passed through, but time does not rewind to account for this: the clock will resume from the point at which you died. If the moon crashes into Termina, all of your progress from after your last save will be lost. There are only two ways to save the game: through owl statues (which allow you to continue right away, but can only be loaded once), or with the Song of Time (which can be loaded at any time as many times as you want, but resets your progress and causes you to lose nearly all of your items and rupees note Fortunately there is a bank in Clock Town that will save your deposited rupees between time resets; so you can withdraw as much money as you need to get anything important, then get your consumable items back by either grinding or purchasing them at a shop.).
 Continuing is Painful / int_beac6ffb
featureApplicability
1.0
 Continuing is Painful / int_beac6ffb
featureConfidence
1.0
 The Legend of Zelda: Majora's Mask (Video Game)
hasFeature
Continuing is Painful / int_beac6ffb
 Continuing is Painful / int_c0616d7b
type
Continuing is Painful
 Continuing is Painful / int_c0616d7b
comment
Ghost 1.0: Ghost loses all of her Energy Cubes whenever she dies, and in Survival Mode she’ll lose any power-ups and secondary weapons that she’s collected as well. She can retrieve a limited number of power-ups and one secondary weapon by returning to the spot of her last death, but god help you if she died by falling into a laser pit or a shredder.
 Continuing is Painful / int_c0616d7b
featureApplicability
1.0
 Continuing is Painful / int_c0616d7b
featureConfidence
1.0
 Ghost 1.0 (Video Game)
hasFeature
Continuing is Painful / int_c0616d7b
 Continuing is Painful / int_c140022d
type
Continuing is Painful
 Continuing is Painful / int_c140022d
comment
The movie The Butterfly Effect takes account of this trope as well, with the protagonists condition worsening permanently with each "restart" due to multiple memories.
 Continuing is Painful / int_c140022d
featureApplicability
1.0
 Continuing is Painful / int_c140022d
featureConfidence
1.0
 The Butterfly Effect
hasFeature
Continuing is Painful / int_c140022d
 Continuing is Painful / int_c19c6efa
type
Continuing is Painful
 Continuing is Painful / int_c19c6efa
comment
Dying in Minecraft is virtually inevitable and can easily set inexperienced players back to square one. All items you were carrying or wearing are scattered around your point of death, and you are sent back to either your game's spawnpoint or, if you were able to build one, your bed in the overworld. If you can remember where you died and retrieve your items in a timely fashion, death can be a Slap on the Wrist. But...
Respawning is immediate. If you died at night (one of the most common ways to die to monsters), you'll respawn at night. With no weapons or armor. In the middle of nowhere, if you didn't build a bed yet. There's no penalty for dying a second time (as in, say, Dark Souls), but waiting out the night won't be pleasant either way.
Dropped items despawn after five minutes, but only while the chunk they're in is loaded. If you respawn very far away, no pressure: get your bearings, gather up a fresh set of armor and weapons perhaps, and set off when you're ready. But once the items are within your maximum draw distance, the clock is ticking. Hope you died someplace with a memorable landmark, or you could walk right past it enough times to make it despawn... or just never find it at all. Not to mention that if you made a map, you probably had it with you when you died. This is especially painful if you died while exploring deep underground (the other most common way to die to monsters) since caves tend to sprawl out every which way and it's easy to get lost. Strongholds and mineshafts are no exception either. Fortunately, an item called a recovery compass, which points to your last death location, was added to the game in an update, making finding where your stuff dropped much easier.
God forbid you die by falling into/getting hit by lava, or a pit of fire, or by bumping into a cactus. Fire, lava, and cacti all destroy any items that touch them. As can explosions, so make sure you don't set off a creeper when you get back.
With the addition of experience points to the game that serve as skill points for enchanting tools and armor, dying also means you lose all the experience points collected except a few levels' worth that drop alongside your items. Have fun Level Grinding!
As of 1.8, some zombies will pick up items they found lying on the ground, including yours. If they die, they re-drop the item. But they could also despawn within seconds, leaving behind nothing. And guess what, zombies spawn in two of the most common places to die.
Multiplayer adds several elements to the game, either subverting or re-enforcing this trope. Minecraft has no inherent goals; multiplayer games can be treated in several ways, and these depend on both the players and server operators. In addition to all of the above about the single-player mode:
Players can be extremely competitive, even if co-operation is typically employed. The game normally announces the death of a player to everyone, and if the location or vicinity of the death is known, there could be a race to steal the dead player's items. Especially true if another player was directly responsible for the death.
For regular chests, there are no protections from theft by other players, either, which can make it tempting to carry your most valuable items on your person. This, obviously, must be weighed against all of the risks mentioned above.
In a subversion, server operators may set the keepInventory variable, in which items are not dropped nor lost on death. This prevents other players from stealing items, and turns the game into one where Death Is a Slap on the Wrist. This may even cause players to routinely die on purpose to return to their bed, especially after looting a lucrative cave without ensuring a safe path to and from.
 Continuing is Painful / int_c19c6efa
featureApplicability
1.0
 Continuing is Painful / int_c19c6efa
featureConfidence
1.0
 Minecraft (Video Game)
hasFeature
Continuing is Painful / int_c19c6efa
 Continuing is Painful / int_c43ed6f1
type
Continuing is Painful
 Continuing is Painful / int_c43ed6f1
comment
In some of the Boktai games, you can continue by taking out a 200-SOL loan from Dark Loans. Of course, Dark Loans charges 800% interest...
 Continuing is Painful / int_c43ed6f1
featureApplicability
1.0
 Continuing is Painful / int_c43ed6f1
featureConfidence
1.0
 Boktai (Video Game)
hasFeature
Continuing is Painful / int_c43ed6f1
 Continuing is Painful / int_c4a93de0
type
Continuing is Painful
 Continuing is Painful / int_c4a93de0
comment
Arkandian Legends: If you die, you'll get "slightly weaker", and that may mean things like losing 10 max HP.
 Continuing is Painful / int_c4a93de0
featureApplicability
1.0
 Continuing is Painful / int_c4a93de0
featureConfidence
1.0
 Arkandian Legends (Video Game)
hasFeature
Continuing is Painful / int_c4a93de0
 Continuing is Painful / int_c5f50eb4
type
Continuing is Painful
 Continuing is Painful / int_c5f50eb4
comment
Dying in Contra made you lose your current gun. This is bad if you've been running around with the Spread Gun and have to rely on the pea shooter to kill the boss. Luckily, the pea shooter became more powerful in Contra III: The Alien Wars. Additionally, being able to switch between two weapons meant that if you swapped out the weapon you wanted to keep before you died, you could have it on your next life.
And worse, Super Contra (arcade) had the weapon upgrade system, where you must collect two of the same gun to get its full power, and the powerups were fewer and farther between.
Contra: Hard Corps only took away the weapon you were equipped with, letting you switch over to another if you have any saved up. Like III, it also made your default weapon more powerful by replacing the piddly single-shot rifle with a full-auto version.
Contra 4 does this as well: rare good weapons, rarer powerups, one hit kills, and a brutal difficulty mean that beating the game on the "real" (read: insanely hardcore) difficulty entails just quitting to the title screen if you take any damage in the first 30 minutes. Beyond that, it's anyone's guess.
Newer installments of the Thunder Force series have a similar penalty. Amongst veterans of the series, switching to a less useful weapon in a near-death situation isn't just a trick; it's common sense.
 Continuing is Painful / int_c5f50eb4
featureApplicability
1.0
 Continuing is Painful / int_c5f50eb4
featureConfidence
1.0
 Contra (Video Game)
hasFeature
Continuing is Painful / int_c5f50eb4
 Continuing is Painful / int_c61f6752
type
Continuing is Painful
 Continuing is Painful / int_c61f6752
comment
Getting killed in The Goonies 2 makes you lose keys, bombs, and Molotovs. They are randomly dropped from enemies after you first get them, so, you'll definitely be grinding some more for them.
 Continuing is Painful / int_c61f6752
featureApplicability
1.0
 Continuing is Painful / int_c61f6752
featureConfidence
1.0
 The Goonies (Video Game)
hasFeature
Continuing is Painful / int_c61f6752
 Continuing is Painful / int_c6e646e5
type
Continuing is Painful
 Continuing is Painful / int_c6e646e5
comment
The Darius series is especially painful to die in. In games where you have gauges showing how many times you've powered a weapon, dying will reset these meters back to zero. For example, the shield powerup starts at "Normal" level, and takes 5 shield upgrades to get it to "Super". When you die at the highest level at "Normal" (as in, one more will get you to "Super"), the counter resets, and you need to collect them all over again. And in Darius Gaiden, dying powers your shot down immediately to the previous level, and to the initial popgun when you die again, and the later levels become Unwinnable if you lose your wave shot. This means doing well in the initial stages crucial to survival
Most Darius games however, make it easy for you to keep your dumb bomb upgrades, which, in Darius Gaiden, becomes a homing missile in the top level (and actually does contain quite a wallop). Also, in G-Darius, when you continue, the powerups given alternate between regular powerups and full-bar powerups for ALL upgrades. Not to mention that the shot is also given a bar powerup unlike in Gaiden, which means once you get the wave shot, you will never lose it no matter how much you die.
 Continuing is Painful / int_c6e646e5
featureApplicability
1.0
 Continuing is Painful / int_c6e646e5
featureConfidence
1.0
 Darius (Video Game)
hasFeature
Continuing is Painful / int_c6e646e5
 Continuing is Painful / int_c716e9ff
type
Continuing is Painful
 Continuing is Painful / int_c716e9ff
comment
Die in Fantasy Zone, and you lose all of your upgrades, even those you had in reserve. On some bosses, you have pretty much no hope of winning if you lose to them once. Time to start over!
Though in Fantasy Zone II DX, you're sent to a shop that sells only engines if you die to a boss so you can repurchase that extra speed you lost. You're still stuck with the Twin Shot and Single Bomb weapons and no special weapons though.
 Continuing is Painful / int_c716e9ff
featureApplicability
1.0
 Continuing is Painful / int_c716e9ff
featureConfidence
1.0
 Fantasy Zone (Video Game)
hasFeature
Continuing is Painful / int_c716e9ff
 Continuing is Painful / int_ca192152
type
Continuing is Painful
 Continuing is Painful / int_ca192152
comment
Afterimage: Dying depletes your current EXP bar and respawns Renee to the previously-visited save point. You'll have to return to the spot where you died to reclaim the leftover Experience Points; otherwise they'll be permanently lost if you died again without reclaiming them first.
 Continuing is Painful / int_ca192152
featureApplicability
1.0
 Continuing is Painful / int_ca192152
featureConfidence
1.0
 Afterimage (Video Game)
hasFeature
Continuing is Painful / int_ca192152
 Continuing is Painful / int_cccafd49
type
Continuing is Painful
 Continuing is Painful / int_cccafd49
comment
In Gothic, death is permanent, but NPCs who are not inherently hostile but whom you've managed to annoy will generally knock you out instead. This reduces you to one hit point, and if you're wielding a weapon at the time, you'll drop it - and they'll steal it, along with half your money.
In the second game, Gothic 2, you lose all of your money instead of just half. Since these fights can be quite predictable if they're part of the story, they can be rendered painless by sheathing your weapon and dropping your money on the floor before engaging.
 Continuing is Painful / int_cccafd49
featureApplicability
1.0
 Continuing is Painful / int_cccafd49
featureConfidence
1.0
 Gothic (Video Game)
hasFeature
Continuing is Painful / int_cccafd49
 Continuing is Painful / int_cd00c365
type
Continuing is Painful
 Continuing is Painful / int_cd00c365
comment
Any character using the Blaster in the Super Star Wars games will lose the upgrades for it if a life is lost. This can make completing the level much harder since the default Blaster is extremely weak.
 Continuing is Painful / int_cd00c365
featureApplicability
1.0
 Continuing is Painful / int_cd00c365
featureConfidence
1.0
 Super Star Wars (Video Game)
hasFeature
Continuing is Painful / int_cd00c365
 Continuing is Painful / int_cd44d3d6
type
Continuing is Painful
 Continuing is Painful / int_cd44d3d6
comment
Crash Bandicoot (1996) has an unintentionally unique example of this: the save system doesn't remember how many lives you have. While not a problem in the early portions of the game, every level after the second boss is difficult enough to make this a problem, because if you turn the console off, loading up the save later will give you the default amount of 3 lives. To make things worse, you are taken back to the last level you saved the game in, which isn't always the last level you actually got up to. The end result, historically, is that many PS1s were left on overnight simply to preserve the collected lives.note There are only two saving graces for this. First, loading a save means all the 1up Crates in earlier levels are restored, so redoing the early levels will help. Second, once you get the Green Gem, you can use it in Castle Machinery to get 30 lives. Unfortunately, that's one of the last levels in the entire game.
 Continuing is Painful / int_cd44d3d6
featureApplicability
1.0
 Continuing is Painful / int_cd44d3d6
featureConfidence
1.0
 Crash Bandicoot (1996) (Video Game)
hasFeature
Continuing is Painful / int_cd44d3d6
 Continuing is Painful / int_cdbd820f
type
Continuing is Painful
 Continuing is Painful / int_cdbd820f
comment
Valheim:
Dying reduces all your skills by 5% (you get a grace period where this doesn't happen if you die again) and respawns you at your bed or the sacrificial stones. While in theory you can get your gear back by grabbing it from your gravestone, circumstances often make this difficult (and in some cases leads to a Cycle of Hurting if you died during a base raid). The frustration is even mentioned in-universe, as some runestones mention people who were killed and have yet to show up again.
World modifiers can increase this penalty, up to complete and permanent loss of carried items and skills.
 Continuing is Painful / int_cdbd820f
featureApplicability
1.0
 Continuing is Painful / int_cdbd820f
featureConfidence
1.0
 Valheim (Video Game)
hasFeature
Continuing is Painful / int_cdbd820f
 Continuing is Painful / int_ce5d5e33
type
Continuing is Painful
 Continuing is Painful / int_ce5d5e33
comment
The Wizards & Warriors series for the NES had fun with continues. The first game allowed you to continue indefinitely, at the cost of losing all your points. The second game completely shifted that, by only giving you two continues for the entire game, although you could collect addition lives to prolong that inevitable game over. In addition, once you reached the halfway point in the game, you immediately lost one of your continues if you had two remaining. And the last level did not allow continues at all. The third game was by the far the most sadistic: three lives for the entire game, at fifteen or so hours for a first playthrough. No continuing allowed. Which makes it particularly frustrating when you're at the final boss with one life remaining, and the boss kills you, forcing you to start from the very beginning.
 Continuing is Painful / int_ce5d5e33
featureApplicability
1.0
 Continuing is Painful / int_ce5d5e33
featureConfidence
1.0
 Wizards & Warriors (Video Game)
hasFeature
Continuing is Painful / int_ce5d5e33
 Continuing is Painful / int_d0a5a846
type
Continuing is Painful
 Continuing is Painful / int_d0a5a846
comment
Gradius:
The games lose half its challenge without invoking this trope. Feel like slamming headfirst into that Bacterian Core Fighter? Have fun amassing your power-ups again.
In Salamander (Life Force) and Gradius V, you at least get the chance to respawn in place without having to go back to a previous checkpoint. This even allows you to get your Options back, if you can catch them before they float away.
 Continuing is Painful / int_d0a5a846
featureApplicability
1.0
 Continuing is Painful / int_d0a5a846
featureConfidence
1.0
 Gradius (Video Game)
hasFeature
Continuing is Painful / int_d0a5a846
 Continuing is Painful / int_d16608c7
type
Continuing is Painful
 Continuing is Painful / int_d16608c7
comment
The last mission of X-Wing Alliance has you flying through the framework of the second Death Star. Not only is this the hardest stage in the game (flying and tight spaces don't mix, people), but the obstacles randomize every time you restart.
 Continuing is Painful / int_d16608c7
featureApplicability
1.0
 Continuing is Painful / int_d16608c7
featureConfidence
1.0
 X-Wing Alliance (Video Game)
hasFeature
Continuing is Painful / int_d16608c7
 Continuing is Painful / int_d1702e57
type
Continuing is Painful
 Continuing is Painful / int_d1702e57
comment
Pokémon Legends: Arceus takes this even further. Now, even attacks outside of battle can take you out. If you bite the dust due to fall damage or take too many hits from wild Pokémon attacks, you will drop some items in your satchel as well as money. This can be later averted if you or another player manages to locate your satchel, upon which the recovered items will return to storage.
 Continuing is Painful / int_d1702e57
featureApplicability
-1.0
 Continuing is Painful / int_d1702e57
featureConfidence
1.0
 Pokémon Legends: Arceus (Video Game)
hasFeature
Continuing is Painful / int_d1702e57
 Continuing is Painful / int_d18cf67d
type
Continuing is Painful
 Continuing is Painful / int_d18cf67d
comment
In the sequel Mother 3, death is not nearly as painful as Earthbound, although you lose your location and any items you used since the last time you saved, your entire party regains all their HP and PP, and you keep any EXP/levels gained and any money earned in storage with the save frogs, and owing to their abundance you have little excuse for keeping and subsequently losing significant amounts of money on your person. This makes running into enemies with reckless abandon a profitable way of both Level Grinding and Money Grinding.
 Continuing is Painful / int_d18cf67d
featureApplicability
1.0
 Continuing is Painful / int_d18cf67d
featureConfidence
1.0
 Mother 3 (Video Game)
hasFeature
Continuing is Painful / int_d18cf67d
 Continuing is Painful / int_d212a05e
type
Continuing is Painful
 Continuing is Painful / int_d212a05e
comment
In Resonance of Fate, if you are defeated, you can chose to "continue and restore HP" (which costs you some money), or "continue and restore Hero Gauge" (in case you were foolish enough to enter a serious battle with a less than full gauge — and, of course, it costs significantly more). The price of these ressurections go up as the game progresses, but never really become crippling...unless you entered the wrong Danger Zone. Those are areas with challenging monsters that you cannot escape from, so if you find yourself severely overmatched, you might end up having to continue a LOT of times, which winds up as a pretty steep bill...
 Continuing is Painful / int_d212a05e
featureApplicability
1.0
 Continuing is Painful / int_d212a05e
featureConfidence
1.0
 Resonance of Fate (Video Game)
hasFeature
Continuing is Painful / int_d212a05e
 Continuing is Painful / int_d2e1b211
type
Continuing is Painful
 Continuing is Painful / int_d2e1b211
comment
When you die in Mystery Dungeon: Shiren the Wanderer, you're sent back to the starting town, knocked down to level 1 and stripped of any equipment, weapons and armor you hadn't the foresight to store. This is the standard for most Roguelikes that don't have Permadeath, including games such as Azure Dreams and Izuna (which at least spares you the level drain — when Izuna complains about losing her stuff in the second game, Shino tells her to be grateful that she keeps her levels!).
 Continuing is Painful / int_d2e1b211
featureApplicability
1.0
 Continuing is Painful / int_d2e1b211
featureConfidence
1.0
 Shiren the Wanderer (Video Game)
hasFeature
Continuing is Painful / int_d2e1b211
 Continuing is Painful / int_d4ac17b1
type
Continuing is Painful
 Continuing is Painful / int_d4ac17b1
comment
B3313: In most of the areas, dying will drop Mario at the basement area with red mist in a deliberate attempt to confuse the player. As such, it can be a pain to find your way through the maze again. Running out of lives will then reset the game to the usual Mario face screen, but it's possible to overflow the life counter into negative values to prevent it. This is important to know in case you need to deliberately get Mario killed in the areas with different respawn locations.
 Continuing is Painful / int_d4ac17b1
featureApplicability
1.0
 Continuing is Painful / int_d4ac17b1
featureConfidence
1.0
 B3313 (Video Game)
hasFeature
Continuing is Painful / int_d4ac17b1
 Continuing is Painful / int_d500b17d
type
Continuing is Painful
 Continuing is Painful / int_d500b17d
comment
In Forza, if you spin out, good luck trying to catch up with the competition. Even better if simulation damage is enabled and you plow into a wall, wrecking your engine.
 Continuing is Painful / int_d500b17d
featureApplicability
1.0
 Continuing is Painful / int_d500b17d
featureConfidence
1.0
 Forza (Video Game)
hasFeature
Continuing is Painful / int_d500b17d
 Continuing is Painful / int_d59d9e99
type
Continuing is Painful
 Continuing is Painful / int_d59d9e99
comment
R-Type also costs you all your power-ups if you die, though it's more minor since the maximum you could have in the first place is six plus speed boosts. And it's even worse than Gradius, difficulty-wise. In R-Types Delta and Final, at least, you get a first-level Force device awarded automatically on the lowest two difficulties. If you lose all your lives and continue, your score gets flushed.
 Continuing is Painful / int_d59d9e99
featureApplicability
1.0
 Continuing is Painful / int_d59d9e99
featureConfidence
1.0
 R-Type (Video Game)
hasFeature
Continuing is Painful / int_d59d9e99
 Continuing is Painful / int_d5c30232
type
Continuing is Painful
 Continuing is Painful / int_d5c30232
comment
In the MUD Tibia, the penalty for dying is ten percent of your cumulative experience, as well as your backpack, which probably contains thousands of gold worth of runes and loot, as well as having a ten percent chance of losing each item you're wearing. This can be avoided by wearing a one-use amulet that probably costs more that any one thing you're wearing anyways. Oh, and every single one of your skills also decreases. At higher levels, players can watch half a dozen levels and a month of their lives go to waste in a single moment of lag.
 Continuing is Painful / int_d5c30232
featureApplicability
1.0
 Continuing is Painful / int_d5c30232
featureConfidence
1.0
 Tibia (Video Game)
hasFeature
Continuing is Painful / int_d5c30232
 Continuing is Painful / int_d5dbb3d8
type
Continuing is Painful
 Continuing is Painful / int_d5dbb3d8
comment
Valis
Super Valis IV on the SNES. Your life meter increases with your score, as though it's Experience Points. Sensible enough by itself. Continuing reduces your score to zero. Sensible enough by itself. But when you combine the two ...
The PC Engine Valis games can suffer from this in their later levels, owing to the increasing scarcity of power-ups.
 Continuing is Painful / int_d5dbb3d8
featureApplicability
1.0
 Continuing is Painful / int_d5dbb3d8
featureConfidence
1.0
 Valis
hasFeature
Continuing is Painful / int_d5dbb3d8
 Continuing is Painful / int_d6655726
type
Continuing is Painful
 Continuing is Painful / int_d6655726
comment
Being defeated does not always kill you in Treasure of Tarmin. Sometimes, you will be warped back to the start of the level you are on. However, you will lose anything that isn't held in your two hands, as well as some of your maximum War and Spiritual health. If you have really valuable items in your possession (such as the Special Books), you can drop them on the floor before approaching an enemy that is liable to do this to you. They'll still be there for you to retrieve, if you survive.
 Continuing is Painful / int_d6655726
featureApplicability
1.0
 Continuing is Painful / int_d6655726
featureConfidence
1.0
 Treasure of Tarmin (Video Game)
hasFeature
Continuing is Painful / int_d6655726
 Continuing is Painful / int_d715247a
type
Continuing is Painful
 Continuing is Painful / int_d715247a
comment
Oh, Henry Hatsworth. As if it wasn't enough that you only get checkpoints when the game loads a new map (and these maps can be long, people), the game resets your Super Meter to 50%, a decent (but not remarkable) amount, and gives you a new Puzzle Realm board on the bottom. So, all those items (including hearts and even 1-ups) you collected on the top screen but forgot to activate on the bottom screen? They're gone! Did you enter a new map with a full Super Metre ready to unleash Tea Time on all the pathetic mooks you could get your hands on? Too bad, sucker! This kind of dickishness is indicative of how the rest of the game treats you, too.
 Continuing is Painful / int_d715247a
featureApplicability
1.0
 Continuing is Painful / int_d715247a
featureConfidence
1.0
 Henry Hatsworth in the Puzzling Adventure (Video Game)
hasFeature
Continuing is Painful / int_d715247a
 Continuing is Painful / int_d7a5f3fe
type
Continuing is Painful
 Continuing is Painful / int_d7a5f3fe
comment
E.V.O.: Search for Eden lets you pick up at the level you left off if you die, but you lose half your EVO points, which are a combination of EXP and currency. They're used for buying upgrades and for mid-battle heals, and they take a while to build up, so losing half is detrimental.
 Continuing is Painful / int_d7a5f3fe
featureApplicability
1.0
 Continuing is Painful / int_d7a5f3fe
featureConfidence
1.0
 E.V.O.: Search for Eden (Video Game)
hasFeature
Continuing is Painful / int_d7a5f3fe
 Continuing is Painful / int_d8cdb74
type
Continuing is Painful
 Continuing is Painful / int_d8cdb74
comment
Played with in Mega Man Zero, where running out of lives and continues on a mission doesn't just cause a game over, but rather, the plot continues to the next mission, just with minor plot details changed to accommodate for Zero failing. However, if you KEEP losing, the rebel's base is attacked, and the game pits you against a boss from much later in the game, who you most certainly are not skilled enough to fight if you've lost enough for him to show up this early.
 Continuing is Painful / int_d8cdb74
featureApplicability
1.0
 Continuing is Painful / int_d8cdb74
featureConfidence
1.0
 Mega Man Zero (Video Game)
hasFeature
Continuing is Painful / int_d8cdb74
 Continuing is Painful / int_da5f4b41
type
Continuing is Painful
 Continuing is Painful / int_da5f4b41
comment
Border Down did this very, very purposefully with the Border System. When you start the game, you are given a choice of three difficulties: Border Green for easy, Border Yellow for medium, and Border Red for hard. Choosing a harder difficulty allows for a higher score, but there's one special mechanic complicating things. If you're on Green and you die, you Border Down to Yellow. If you die on Yellow, you Border Down to Red. And if you die on Border Red, it's game over.
Inverted, on the other hand, with actual continues because you keep your score, keep your progress on the Stage Norm meternote Filling it lets you Border Up at the start of the next level, and you start at Border Green regardless of what border you started the game with.
 Continuing is Painful / int_da5f4b41
featureApplicability
1.0
 Continuing is Painful / int_da5f4b41
featureConfidence
1.0
 Border Down (Video Game)
hasFeature
Continuing is Painful / int_da5f4b41
 Continuing is Painful / int_db30cf92
type
Continuing is Painful
 Continuing is Painful / int_db30cf92
comment
If you die in the Warrior Cats fangame Warrior Cats: Untold Tales, you have the option to have the medicine cat revive your current character instead of starting with a new character. This costs five Reputation. Reputation is basically a does-all currency that is in incredibly low supply, and you need it to eat, drink, and heal yourself. That five reputation you'll spend to revive is a considerable amount, and the game will be even harder without it.
 Continuing is Painful / int_db30cf92
featureApplicability
1.0
 Continuing is Painful / int_db30cf92
featureConfidence
1.0
 Warrior Cats
hasFeature
Continuing is Painful / int_db30cf92
 Continuing is Painful / int_db59313b
type
Continuing is Painful
 Continuing is Painful / int_db59313b
comment
In a fresh level of Windmill Software's Digger, the monsters (similar to Pac-Man's ghosts) move predictably around a series of pre-dug tunnels, in which you can camp for them and drop gold on their heads with relative ease. But once you've lost a life, they roam freely around the mess of dug-out holes that you've made for them, with few gold bags left with which to trap them, making it much harder for you to clear up those last few gems.
 Continuing is Painful / int_db59313b
featureApplicability
1.0
 Continuing is Painful / int_db59313b
featureConfidence
1.0
 Pac-Man (Video Game)
hasFeature
Continuing is Painful / int_db59313b
 Continuing is Painful / int_dc17fc41
type
Continuing is Painful
 Continuing is Painful / int_dc17fc41
comment
Dying in The Persistence causes you to lose every single gun, grenade, melee weapon, and gadget you've collected on this life and sends you right back to spawn. The layout of the game resets and with that, every enemy you killed respawns.
 Continuing is Painful / int_dc17fc41
featureApplicability
1.0
 Continuing is Painful / int_dc17fc41
featureConfidence
1.0
 The Persistence (Video Game)
hasFeature
Continuing is Painful / int_dc17fc41
 Continuing is Painful / int_dc7a5d8f
type
Continuing is Painful
 Continuing is Painful / int_dc7a5d8f
comment
Dying in Purple takes away any weapon the player had, and if Checkpoint has been reached, also possibly denies a chance of getting 100% Completion for that stage, since Check Points are sometimes located past the Point of No Return.
 Continuing is Painful / int_dc7a5d8f
featureApplicability
1.0
 Continuing is Painful / int_dc7a5d8f
featureConfidence
1.0
 Purple (Video Game)
hasFeature
Continuing is Painful / int_dc7a5d8f
 Continuing is Painful / int_de1259da
type
Continuing is Painful
 Continuing is Painful / int_de1259da
comment
Especially true for hardcore Super Monkey Ball players. Want to reach the expert extra stages? That's completing anything from 30 to 100 difficult levels without using a single continue (the last ones of which get insanely hard).
The epitome of this trope is Super Monkey Ball Deluxe's "Ultimate" Mode. Normally, this mode only contains 210 stages (yes, "only" 210 — all 40 beginner, 70 advanced, and 100 expert stages) but has a real total of 300 if you factor in all the extra stages. Even if you choose to start with 99 lives, it's a huge challenge reaching the last set of stages, Master Extra, which begin at stage 291, and this is only because the last 100 or so stages in the game will eat up your lives like no tomorrow. And even if you do reach stage 291, it's not unlikely you'll lose at least 396 lives on the following Master Extra stages.
What’s even more to Super Monkey Ball 1 for the Gamecube, is that Master cannot, generally speaking, be unlocked as a separate mode. If you only have 3 lives and 5 continues (before using Play Points to get more), it's a huge and more rigorous challenge playing through Expert and Expert Extra without continuing, meaning it which will most likely be drained while figuring out the right techniques to beat each level, and if you run out, at worst over 15-20 minutes of effort will be deemed WORTHLESS.
To add insult, in Super Monkey Ball Touch and Roll, there are NO continues after losing all of your lives, even though you can get a lot of extra lives for every 10 bananas collected. But if you run out of lives and get a “game over�, you’ll have to start from the very beginning of that world.
 Continuing is Painful / int_de1259da
featureApplicability
1.0
 Continuing is Painful / int_de1259da
featureConfidence
1.0
 Super Monkey Ball (Video Game)
hasFeature
Continuing is Painful / int_de1259da
 Continuing is Painful / int_dec5f386
type
Continuing is Painful
 Continuing is Painful / int_dec5f386
comment
Die in Raiden, and you lose all your power ups unless you find a pixie, who gives some of them back upon death.
 Continuing is Painful / int_dec5f386
featureApplicability
1.0
 Continuing is Painful / int_dec5f386
featureConfidence
1.0
 Raiden (Video Game)
hasFeature
Continuing is Painful / int_dec5f386
 Continuing is Painful / int_defd125f
type
Continuing is Painful
 Continuing is Painful / int_defd125f
comment
Some games will let you enter your name/initials if you achieve a high score on any credit, and some others will only allow name entry on first-credit scores. Yet more games will rub salt in the wound by either nullifying scores earned up to your current credit (and sometimes, even your current credit, like in RefleX) or recording those scores anyway but under a preset name, preventing you from marking your high score with your name.
 Continuing is Painful / int_defd125f
featureApplicability
1.0
 Continuing is Painful / int_defd125f
featureConfidence
1.0
 RefleX (Video Game)
hasFeature
Continuing is Painful / int_defd125f
 Continuing is Painful / int_e035d18d
type
Continuing is Painful
 Continuing is Painful / int_e035d18d
comment
The same is true for other games on the Doom and Build engines. It's especially painful in Blood (1997), the only one on either engine where you don't spawn with a gun.
However, several console versions averted this by letting you respawn with all of your weapons. This may be to do with the lack of game saving, not only mid-level but in general — essentially, it automatically reloads from the start of that level.
 Continuing is Painful / int_e035d18d
featureApplicability
-1.0
 Continuing is Painful / int_e035d18d
featureConfidence
1.0
 Blood (1997) (Video Game)
hasFeature
Continuing is Painful / int_e035d18d
 Continuing is Painful / int_e1ec0e62
type
Continuing is Painful
 Continuing is Painful / int_e1ec0e62
comment
Grand Theft Auto IV lets you keep your guns unless the cops arrest you, in which case they realistically disarm you as part of police procedure. The cops are not very likely to try to arrest you past the first star though, and half the time you can escape the hold-up. Since you are not disarmed if you go to the hospital, it's to your advantage to always go out in a blaze of glory if possible.
 Continuing is Painful / int_e1ec0e62
featureApplicability
1.0
 Continuing is Painful / int_e1ec0e62
featureConfidence
1.0
 Grand Theft Auto IV (Video Game)
hasFeature
Continuing is Painful / int_e1ec0e62
 Continuing is Painful / int_e22c949c
type
Continuing is Painful
 Continuing is Painful / int_e22c949c
comment
This has continued even in modern Dragon Quest games, with many of them also only resurrecting one party member and making you pay full price to get the rest back, meaning you'll lose even more money if you can even get your whole team back. On the plus side, you get to keep all the experience you got so far, which is unusual in RPGs. There's also the fact that if you accumulate a lot of gold, you can store it (in multiples of 1000) in a bank, which is unaffected by your untimely death. Dragon Quest IV also features the Iron Safe in Torneko Taloon's chapter, which prevents him from losing money when he dies (it is unfortunately lost after his chapter is over).
 Continuing is Painful / int_e22c949c
featureApplicability
1.0
 Continuing is Painful / int_e22c949c
featureConfidence
1.0
 DragonQuest
hasFeature
Continuing is Painful / int_e22c949c
 Continuing is Painful / int_e2aa3bec
type
Continuing is Painful
 Continuing is Painful / int_e2aa3bec
comment
Dead Island delivers a cash penalty to players each time they die, and any weapon damage sustained will still be there when you respawn, regardless of its condition upon reaching the checkpoint. This was especially bad prior to the game's patch, where an Escort Mission was near Unwinnable because of a particularly difficult ambush that left many players with no cash to repair their broken weapons.
 Continuing is Painful / int_e2aa3bec
featureApplicability
1.0
 Continuing is Painful / int_e2aa3bec
featureConfidence
1.0
 Dead Island (Video Game)
hasFeature
Continuing is Painful / int_e2aa3bec
 Continuing is Painful / int_e37825ad
type
Continuing is Painful
 Continuing is Painful / int_e37825ad
comment
In the original Gauntlet, your score is cut in X+ 1 when you continue (or otherwise get health from a coin), where X is the number of times you continued. e.g. if your score is 200,000 and you continued 3 times, your final score is 50,000.
 Continuing is Painful / int_e37825ad
featureApplicability
1.0
 Continuing is Painful / int_e37825ad
featureConfidence
1.0
 Gauntlet (Video Game)
hasFeature
Continuing is Painful / int_e37825ad
 Continuing is Painful / int_e386027c
type
Continuing is Painful
 Continuing is Painful / int_e386027c
comment
The Arcade modes in Tyrian behave the same way as Stargunner, although replacing the lost level of firepower is easier due to a good portion of the enemies dropping purple balls that power up your front cannon if you collect enough (and some of the big enemies drop lots of them). Note that this only applies to the arcade modes and that getting killed in Full Game mode means you'll have to retry the level from the start, but you won't lose anything (the exception being that most of the secret levels kick you out if you die in Full Game mode, robbing you of the opportunity for a retry).
 Continuing is Painful / int_e386027c
featureApplicability
1.0
 Continuing is Painful / int_e386027c
featureConfidence
1.0
 Tyrian (Video Game)
hasFeature
Continuing is Painful / int_e386027c
 Continuing is Painful / int_e49ea253
type
Continuing is Painful
 Continuing is Painful / int_e49ea253
comment
Losing all four contestants in The Chase lets them continue for a possible prize of £1000 each. However, not only is this far lower than the sum they likely would have won if they'd succeeded to begin with, but they only get to choose one contestant to play for said money in the final chase, severely handicapping their chances of winning.
 Continuing is Painful / int_e49ea253
featureApplicability
1.0
 Continuing is Painful / int_e49ea253
featureConfidence
1.0
 The Chase (Game Show)
hasFeature
Continuing is Painful / int_e49ea253
 Continuing is Painful / int_e500f417
type
Continuing is Painful
 Continuing is Painful / int_e500f417
comment
Even the Harvest Moon series dabbled in this (thankfully, only once). In HM DS, if you passed out from exhaustion - this usually happens in the mines where creatures attack you and the best weapon against them eats lots of energy - when you woke up the next day half your gold would be gone, and your fatigue gauge would be half-gone.
 Continuing is Painful / int_e500f417
featureApplicability
1.0
 Continuing is Painful / int_e500f417
featureConfidence
1.0
 Harvest Moon (Video Game)
hasFeature
Continuing is Painful / int_e500f417
 Continuing is Painful / int_e54c7622
type
Continuing is Painful
 Continuing is Painful / int_e54c7622
comment
In Spiral Knights, if you die, you have three options: get resurrected by having another party member sacrifice half of their HP to give to you, spend Energy (which can be bought with real money, but slowly regenerates naturally), or just give up and return to the Lobby. Spending Energy seems okay for the first 2 or so deaths, but each time you die, the cost doubles...the decision to turn back after already spending lots of energy on multiple revives is a difficult one, indeed.
 Continuing is Painful / int_e54c7622
featureApplicability
1.0
 Continuing is Painful / int_e54c7622
featureConfidence
1.0
 Spiral Knights (Video Game)
hasFeature
Continuing is Painful / int_e54c7622
 Continuing is Painful / int_e5d5d23c
type
Continuing is Painful
 Continuing is Painful / int_e5d5d23c
comment
In Doom, after you respawn, you will start the level with what you have at the beginning of the game, which is the pistol with only fifty shots. On many levels, especially in episode 3 and beyond, this rendered death incredibly painful, if not simply making the game downright Unwinnable. If you die to the Spider Mastermind in Dis, you've just lost your BFG9000 and Plasma Gun, and there isn't quite enough plasma ammo inside the actual map to kill the Mastermind on a second trynote The scattered rocket launcher ammo makes up the difference, but this is incredibly risky. On some bad custom levels, this is as good as a death sentence, as there are numerous monsters between you and some new weapons.
The same is true for other games on the Doom and Build engines. It's especially painful in Blood (1997), the only one on either engine where you don't spawn with a gun.
However, several console versions averted this by letting you respawn with all of your weapons. This may be to do with the lack of game saving, not only mid-level but in general — essentially, it automatically reloads from the start of that level.
 Continuing is Painful / int_e5d5d23c
featureApplicability
-1.0
 Continuing is Painful / int_e5d5d23c
featureConfidence
1.0
 Doom (Video Game)
hasFeature
Continuing is Painful / int_e5d5d23c
 Continuing is Painful / int_e5dc8c38
type
Continuing is Painful
 Continuing is Painful / int_e5dc8c38
comment
In Sifu, each time you respawn in a stage, your age increases by however many times you've already died. For example: you start off at age 20, so the first time you die, you'll turn 21. The second time, you'll age two years, so you'll turn 23. At three deaths, your age increases by three years, so you'll turn 26. The more you die in a stage, the faster you will age, and the greater risk you run of dying of old age. On the bright side, if you complete the stage, your death counter will reset for the next stage, although your current age will carry over into the next stage.
 Continuing is Painful / int_e5dc8c38
featureApplicability
1.0
 Continuing is Painful / int_e5dc8c38
featureConfidence
1.0
 Sifu (Video Game)
hasFeature
Continuing is Painful / int_e5dc8c38
 Continuing is Painful / int_e5dcf2f3
type
Continuing is Painful
 Continuing is Painful / int_e5dcf2f3
comment
In Tera, dying takes a huge hit to your stamina — which is strongly tied to your combat effectiveness and can generally only be replenished with downtime in appropriate locations — and has a chance of destroying one of the enhancement crystals slotted to your weapons and armor. An EXP penalty would arguably be less painful.
 Continuing is Painful / int_e5dcf2f3
featureApplicability
1.0
 Continuing is Painful / int_e5dcf2f3
featureConfidence
1.0
 TERA (Video Game)
hasFeature
Continuing is Painful / int_e5dcf2f3
 Continuing is Painful / int_e99bd5d4
type
Continuing is Painful
 Continuing is Painful / int_e99bd5d4
comment
Fire Emblem Warriors has a "Classic" difficulty option that allows players to play the game similarly to mainline Fire Emblem games, where defeated characters don't immediately come back for the next map. Understandably, given the spinoff's Genre Shift, this doesn't mean Permadeath, but once the option to revive fallen characters in the Temple is unlocked, the cost to bring them back to life is significant — 300,000 gold and 10 Gold items (usually obtained by defeating heroes or raising their Support levels), along with any money spent in the Training Room to bring their levels up to speed with everyone else.
 Continuing is Painful / int_e99bd5d4
featureApplicability
1.0
 Continuing is Painful / int_e99bd5d4
featureConfidence
1.0
 Fire Emblem Warriors (Video Game)
hasFeature
Continuing is Painful / int_e99bd5d4
 Continuing is Painful / int_ebc16967
type
Continuing is Painful
 Continuing is Painful / int_ebc16967
comment
Street Fighter II. Your punishment for continuing? You score a single point. This might not seem so bad, but since all other points are scored in multiples of 100, this single point remains a visible stain on your honour for the rest of the game, and anyone viewing your initials on the high score table can see how many times you continued to get there. And if you think you can just continue 10 times to round out the ones digit, the lowest score normal action in the game earns 100 points, so you'll need to continue at least 100 times to avoid anyone knowing that you continued at least once.
 Continuing is Painful / int_ebc16967
featureApplicability
1.0
 Continuing is Painful / int_ebc16967
featureConfidence
1.0
 Street Fighter II (Video Game)
hasFeature
Continuing is Painful / int_ebc16967
 Continuing is Painful / int_ecdaf2bd
type
Continuing is Painful
 Continuing is Painful / int_ecdaf2bd
comment
Dying in Illusion of Gaia sends you back to a checkpoint with half health. Apparently the game thinks that if you couldn't beat the boss at full health, you'll have a better shot with half of your health missing.
 Continuing is Painful / int_ecdaf2bd
featureApplicability
1.0
 Continuing is Painful / int_ecdaf2bd
featureConfidence
1.0
 Illusion of Gaia (Video Game)
hasFeature
Continuing is Painful / int_ecdaf2bd
 Continuing is Painful / int_ed2a7866
type
Continuing is Painful
 Continuing is Painful / int_ed2a7866
comment
Sword Art Online focuses on a series of VR MMORPGs with less-than-VR consequences. However, for the situations when that's not the case, this trope usually takes effect. ALfheim Online, for instance, has a system where stats are increased with use rather than via gaining levels; getting killed in-game results in a "death penalty" that lowers the player's stats. The first episode in ALO has Kirito take down two players in PvP, and a third pass up on fighting him as well because he's getting close to a certain stat threshold.
 Continuing is Painful / int_ed2a7866
featureApplicability
1.0
 Continuing is Painful / int_ed2a7866
featureConfidence
1.0
 Sword Art Online
hasFeature
Continuing is Painful / int_ed2a7866
 Continuing is Painful / int_ed422854
type
Continuing is Painful
 Continuing is Painful / int_ed422854
comment
No Man's Sky Zig-Zags this. While dying on foot means that you respawn in your ship's Lifepod without any ill effect, dying in space (which occurs whenever your ship is destroyed) means that you're now stuck with a basic, FTL-incapable spaceship (the aforementioned Lifepod) and a prayer that you'll have enough Units to afford a new spaceship at the local Space Station.
 Continuing is Painful / int_ed422854
featureApplicability
1.0
 Continuing is Painful / int_ed422854
featureConfidence
1.0
 No Man's Sky (Video Game)
hasFeature
Continuing is Painful / int_ed422854
 Continuing is Painful / int_ed8889ff
type
Continuing is Painful
 Continuing is Painful / int_ed8889ff
comment
In Konami Wai Wai World, it costs 100 bullets to revive each dead character. This isn't too much of a chore unless everyone dies, and continuing only gives you Konami Man, Konami Girl, and half the bullets you had. (Much like hearts in Castlevania II: Simon's Quest, bullets function both as currency and secondary weapon ammunition.)
 Continuing is Painful / int_ed8889ff
featureApplicability
1.0
 Continuing is Painful / int_ed8889ff
featureConfidence
1.0
 Wai Wai World (Video Game)
hasFeature
Continuing is Painful / int_ed8889ff
 Continuing is Painful / int_ede28baa
type
Continuing is Painful
 Continuing is Painful / int_ede28baa
comment
In Vanquish, continuing from a checkpoint causes you to lose your weapon upgrades, but restarting from the beginning of a level has you retain the upgrades you had when you entered.
 Continuing is Painful / int_ede28baa
featureApplicability
1.0
 Continuing is Painful / int_ede28baa
featureConfidence
1.0
 Vanquish (Video Game)
hasFeature
Continuing is Painful / int_ede28baa
 Continuing is Painful / int_ef8bd4a5
type
Continuing is Painful
 Continuing is Painful / int_ef8bd4a5
comment
Mega Man:
In the majority of the Mega Man (Classic) games, dying during a boss battle would mean respawning right there (assuming you've got extra lives)... minus the special weapon ammo and Energy (or Sub) Tanks that you had used, reducing your chances of success by a lot. It became really annoying if you had a lot of lives stacked, as you had to lose them all in order to regain your powerups and get a fighting chance.
In the Mega Man Zero series, dying knocks three points off of your mission score. This is perfectly fair. However, dying also removes any points you'd accumulated from destroying enemies. God forbid you try to perfect-run the final stage.
As additional punishment, you lose points not only for the retry, you lose points for damage and the time spent getting back up to where you were. If you were going for the EX Skills, you've got a lot of ground to make up after you die.
Even if you don't care about your rank or EX Skills, dying can still be a problem for new players because the game overs in the Zero series are handled differently compared to other Mega Man games. If you lose all your lives, you don't get booted back to the stage select screen with a new stock, you have to restart from your last save. If you saved with no extra lives, the game could get much harder since you then couldn't rely on in-stage checkpoints until you got more, and the series is hard enough as it is. Sometimes, even if you still managed to beat a stage, if you died a lot and had no extra lives left, it would be better to simply reset and try to beat it again with more lives than to save and continue in that predicament.
Played with in Mega Man Zero, where running out of lives and continues on a mission doesn't just cause a game over, but rather, the plot continues to the next mission, just with minor plot details changed to accommodate for Zero failing. However, if you KEEP losing, the rebel's base is attacked, and the game pits you against a boss from much later in the game, who you most certainly are not skilled enough to fight if you've lost enough for him to show up this early.
The Zero/ZX Legacy Collection actually inverts this trope entirely, via a new feature: a checkpoint system called "Save Assist". If you activate it, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as a unlimited lives system. If you die, it'll roll the game back to the last checkpoint you passed, with full health and Weapon/Biometal energy. Doing this also undoes any damage or time wasted between the last time you reached a save-point and your death(Thus, you dont get more damage penalty or enemy score reset), making it LESS painful to reach rank A/S and obtaining those EX skillsnote or in Mega Man ZX, it allows you to just return to last check point in case you are trying to score a LV4 victory and accidentally hit the enemy on its weak point, as well as avoiding the need to get extra lives/have save files or restart the level from scratch. You are also not penalized in any way or form for using this system.
 Continuing is Painful / int_ef8bd4a5
featureApplicability
1.0
 Continuing is Painful / int_ef8bd4a5
featureConfidence
1.0
 Mega Man (Franchise)
hasFeature
Continuing is Painful / int_ef8bd4a5
 Continuing is Painful / int_f19d11d1
type
Continuing is Painful
 Continuing is Painful / int_f19d11d1
comment
In Dream's Minecraft Manhunt, the hunters respawn easily after being killed, but they lose all their stuff afterwards and have to get it back.
In the Minecraft Manhunt grand finale, when George was killed by Dream, the hunters had to use their inventory space to hold George's items. They realized, however, that Dream took the one thing that was valuable to them: the Blaze Rods.
 Continuing is Painful / int_f19d11d1
featureApplicability
1.0
 Continuing is Painful / int_f19d11d1
featureConfidence
1.0
 Dream
hasFeature
Continuing is Painful / int_f19d11d1
 Continuing is Painful / int_f4d9a9ae
type
Continuing is Painful
 Continuing is Painful / int_f4d9a9ae
comment
After hitting level 10 in Dark Age of Camelot, you tend to lose a good chunk of EXP for every death.
 Continuing is Painful / int_f4d9a9ae
featureApplicability
1.0
 Continuing is Painful / int_f4d9a9ae
featureConfidence
1.0
 Dark Age of Camelot (Video Game)
hasFeature
Continuing is Painful / int_f4d9a9ae
 Continuing is Painful / int_f5468a2c
type
Continuing is Painful
 Continuing is Painful / int_f5468a2c
comment
In Spider-Man vs. the Kingpin, using a continue caused the in-game clock to fast-forward two hours, giving you less time to get all the keys needed to disarm the bomb. If you lose all of your health, and continuing would put you over 24 in-game hour time limit, you don't get to continue: it's Game Over.
 Continuing is Painful / int_f5468a2c
featureApplicability
1.0
 Continuing is Painful / int_f5468a2c
featureConfidence
1.0
 Spider-Man vs. the Kingpin (Video Game)
hasFeature
Continuing is Painful / int_f5468a2c
 Continuing is Painful / int_f59e607f
type
Continuing is Painful
 Continuing is Painful / int_f59e607f
comment
Duke Nukem 3D is slightly more forgiving — you're only reduced to 48 rounds of ammunition for the weakest weapon in the game. Though on a more serious note almost every level contains every weapon in the game somewhere, usually at least a few close to the start, and enough ammo to kill everything in it. That doesn't stop it from being much harder than your first try.
 Continuing is Painful / int_f59e607f
featureApplicability
1.0
 Continuing is Painful / int_f59e607f
featureConfidence
1.0
 Duke Nukem 3D (Video Game)
hasFeature
Continuing is Painful / int_f59e607f
 Continuing is Painful / int_f891a20d
type
Continuing is Painful
 Continuing is Painful / int_f891a20d
comment
Terraria is similar to Minecraft, with differences between difficulty levels:
Softcore mode: You only lose half the money you're currently carrying. It's quite easy to avoid this, by keeping all your money stored in a chest or a safe, as your money isn't needed when you're exploring. 1.3 made it even more pointless to be carrying money on your person as you can now buy from vendors using the money stored in your piggy bank, safe or Defender's Forge. On Expert Difficulty, enemies can loot your coins from you and despawn, so you can't get the coins back from them.
Medium-core mode: You lose everything you're carrying, including items. This can be problematic if you managed to die while deep underground, as the items might be very difficult to reacquire worse, so if it's in lava though, unlike the above example, items that are blue or above or white level items like obsidian, clay pots, fire blossoms and their seeds, won't burn in lava. Also like the above example, items will not despawn until you either hit the dropped item cap or save & exit from the world which despawns all dropped items.
Hardcore mode: Permadeath. Everything you were carrying or wearing, everything in your safe, piggy bank, and Defender's Forge and all your mana and health upgrades are lost forever. However, you can create a new character in the same world, and retrieve anything you had stored in a chest.
 Continuing is Painful / int_f891a20d
featureApplicability
1.0
 Continuing is Painful / int_f891a20d
featureConfidence
1.0
 Terraria (Video Game)
hasFeature
Continuing is Painful / int_f891a20d
 Continuing is Painful / int_f9f87d90
type
Continuing is Painful
 Continuing is Painful / int_f9f87d90
comment
In Raiden V, you get to keep your powerups after death, but continuing resets your score, which determines which story path you take and which of the Multiple Endings you receive.
 Continuing is Painful / int_f9f87d90
featureApplicability
1.0
 Continuing is Painful / int_f9f87d90
featureConfidence
1.0
 Raiden V (Video Game)
hasFeature
Continuing is Painful / int_f9f87d90
 Continuing is Painful / int_fa5e90fd
type
Continuing is Painful
 Continuing is Painful / int_fa5e90fd
comment
City of Heroes has a slap on the wrist version with XP Debt, which can be seen as your "hospital bill." Until you earn enough XP to pay it off, you only keep half of the XP and the other half goes towards paying off the debt. However, there is no XP debt before level 10 or in certain areas, and deaths inside missions give only half the debt that you'd get dying outdoors. Also any Patrol XP that you've earned while offline will pay off the debt passively, and Patrol XP that you already had saved up will pay off the debt before you even get back up. Originally, XP Debt was cumulative, so each death would increase the amount of debt to the point that XP Debt could be equal to your current level, and further deaths felt like a step backwards.
 Continuing is Painful / int_fa5e90fd
featureApplicability
1.0
 Continuing is Painful / int_fa5e90fd
featureConfidence
1.0
 City of Heroes (Video Game)
hasFeature
Continuing is Painful / int_fa5e90fd
 Continuing is Painful / int_fa84fc2e
type
Continuing is Painful
 Continuing is Painful / int_fa84fc2e
comment
In Ace Lightning, a show about the characters of a fictitious video game coming to life, the heroes noticeably have it a lot rougher when it comes to being defeated. The villains will eventually just respawn after their health regenerates, but a hero will be imprisoned in the realm of the game until their allies still on the outside find and combine a pair of the game's Plot Coupons to summon them again.
 Continuing is Painful / int_fa84fc2e
featureApplicability
1.0
 Continuing is Painful / int_fa84fc2e
featureConfidence
1.0
 Ace Lightning
hasFeature
Continuing is Painful / int_fa84fc2e
 Continuing is Painful / int_fab472d2
type
Continuing is Painful
 Continuing is Painful / int_fab472d2
comment
Dying in Dark Souls without a Ring of Sacrifice equipped means respawning at the last bonfire you visited, reverting to Hollow, and losing all of your souls and humanity. You can get the souls and humanity back if you collect the bloodstain that appears where you died, but if you die again before reaching it, it's gone for good. And getting there usually isn't easy, since most enemies respawn when you rest at a bonfire, meaning whatever killed you the last time is more than ready to kill you again. Additionally, a bonfire that you haven't kindled will only fill your Estus flask partway when you respawn.
Dark Souls II ups the ante by reducing your Hit Points by exactly 5% of your total every time you get killed until you stop losing them at 50% mark (25% if you're wearing a specific ring, but that takes up an inventory slot for no other benefit). Only way to recover them is to restore your humanity. To counterbalance that, enemies you have killed 15 times stops respawning. But on the other hand, that means you can't grind souls forever. On the other hand again, you can force them to respawn using Bonfire Astetic... which makes them harder to kill and more intelligent along with bigger numbers... but makes them give out more souls when killed... but then they are even harder to kill on New Game Plus...
Dark Souls III is a little more generous than the first game: instead of treating humanity as the default and punishing you for dying by losing it, the equivalent state - being Embered - is treated more like a Super Mode that you lose by dying. Additionally, there's no messing about with kindling bonfires; they're either lit and working at full power, or not. It's still possible to lose a lot of effort to an unlucky hit on your way back to recover your dropped souls, though.
 Continuing is Painful / int_fab472d2
featureApplicability
1.0
 Continuing is Painful / int_fab472d2
featureConfidence
1.0
 Dark Souls (Video Game)
hasFeature
Continuing is Painful / int_fab472d2
 Continuing is Painful / int_fae04580
type
Continuing is Painful
 Continuing is Painful / int_fae04580
comment
The old space shooter Stargunner decreases your weapon power every time you die. Powerups aren't very common, and generally whatever killed you was strong enough to do it again, only better thanks to your steadily diminishing damage output (as if the game wasn't hard enough already).
 Continuing is Painful / int_fae04580
featureApplicability
1.0
 Continuing is Painful / int_fae04580
featureConfidence
1.0
 Stargunner (Video Game)
hasFeature
Continuing is Painful / int_fae04580
 Continuing is Painful / int_fd8ef85e
type
Continuing is Painful
 Continuing is Painful / int_fd8ef85e
comment
Both Left 4 Dead games do this when you die and come back in a closet or in the next map. When you die and come back, you have a weak tier 1 gun, a pistol, and only 50% of your health. This is generally not too crippling since the game usually has guns and ammo all over the place. However, the sequel randomly inverts this in The Passing, where players respawning in closets occasionally get a free M60.
But Left 4 Dead 2, on the other hand, also has defib units which, despite all logic, revive dead players no matter what killed them. In Campaign mode, they're good to have around. However, using them in Versus mode will inflict a 25 point penalty for the team, regardless of whether or not you actually make it to the saferoom, in addition to the reduced health defibbing normally gives.
 Continuing is Painful / int_fd8ef85e
featureApplicability
1.0
 Continuing is Painful / int_fd8ef85e
featureConfidence
1.0
 Left 4 Dead (Video Game)
hasFeature
Continuing is Painful / int_fd8ef85e
 Continuing is Painful / int_fdc30f10
type
Continuing is Painful
 Continuing is Painful / int_fdc30f10
comment
Robot Arena, if you lose even once, you might as well just quit and start over. You start out with just enough money to build one robot with a small amount of parts, but repairing damage on your robot costs money, and robot deaths are final, meaning that if your robot is destroyed, you have to replace it. You will never have enough money to replace your robot, because the prize money you get is always just barely enough to do some minor repairs and purchase a few upgrades, and you aren't allowed to go back to previous fights and grind for money.
 Continuing is Painful / int_fdc30f10
featureApplicability
1.0
 Continuing is Painful / int_fdc30f10
featureConfidence
1.0
 Robot Arena (Video Game)
hasFeature
Continuing is Painful / int_fdc30f10
 Continuing is Painful / int_fe6dcd31
type
Continuing is Painful
 Continuing is Painful / int_fe6dcd31
comment
The official Living Greyhawk campaign for third edition Dungeons & Dragons incorporated various player screws involving death. The harshest was unintentional. To promote fairness, missions gave set xp and gp rewards. Also, again for fairness, groups had to jointly pay for a fallen party member's Raise Dead (the idea being that they get rewards as a group for success, they should be penalized as a group for failure.) But, what this actually meant is that if your companion died and you did not, you lost significant gp which could not be regained. You were forever behind the curve on equipment capability.
 Continuing is Painful / int_fe6dcd31
featureApplicability
1.0
 Continuing is Painful / int_fe6dcd31
featureConfidence
1.0
 Greyhawk (Tabletop Game)
hasFeature
Continuing is Painful / int_fe6dcd31
 Continuing is Painful / int_fe85bfc8
type
Continuing is Painful
 Continuing is Painful / int_fe85bfc8
comment
Super Smash Bros.:
The series does this for single player mode by cutting your score in half if you continue after being defeated. This can be extremely devastating to players who are aiming for the best score. Melee and Brawl used this trope again and took some of your coins if you continued (except Brawl's Adventure Mode, where you lose half of the stickers you collected in the stage instead). On top of that, you'll get a Game Over automatically if you don't have enough coins to continue. Continuing also often locks the player out of an unlockable character, as some of those require no continues as a condition to be challenged. Lastly, the games also give you one point for every continue, so that the high score keeps track of how many times you continued to get it in the 1's place.
Super Smash Bros. Brawl: If you use a continue in the game, you'll get a 20,000-point penalty in addition to getting your score cut in half, making it a more serious blow to anyone going for a high score.
Super Smash Bros. for Nintendo 3DS and Wii U: In Classic Mode, accepting a Continue when you lose takes away some of your prize money, a few of your earned rewards (from 1 prize at difficulty 2.0 up to 5 at 9.0), and automatically lowers the difficulty by 0.5. This last part is particularly infuriating for anyone going for the Challenge for beating Classic on 9.0, because a single Game Over anywhere in your run (including Master Core) means you're totally screwed.
Downplayed in Super Smash Bros. Ultimate, since you don't need to spend money to increase the intensity before starting. Instead, you can only start Classic Mode at a maximum of 5.0 intensity, but the intensity will increase during the game depending on your performance. Continuing after a defeat will reduce the difficulty by 0.5 and reduce your final rewards unless you use a Classic Ticket. Even if you do, however, you will not be able to finish the game with a 9.9 intensity level - unless you were already at 9.9 when you continued and you used a Classic Ticket to keep yourself there.
 Continuing is Painful / int_fe85bfc8
featureApplicability
1.0
 Continuing is Painful / int_fe85bfc8
featureConfidence
1.0
 Super Smash Bros. (Video Game)
hasFeature
Continuing is Painful / int_fe85bfc8

The following is a list of statements referring to the current page from other pages.

 Continuing is Painful
processingCategory2
Castlevania (Franchise)
 Continuing is Painful
processingCategory2
Video Game Difficulty Tropes
 Continuing is Painful
processingCategory2
Video Game Rewards
 Judgment Day (Marvel Comics) (Comic Book) / int_c3d60914
type
Continuing is Painful
 Noob (Comic Book) / int_c3d60914
type
Continuing is Painful
 Thanos (Comic Book) / int_c3d60914
type
Continuing is Painful
 Snakeskins (Fanfic) / int_c3d60914
type
Continuing is Painful
 Happy Death Day / int_c3d60914
type
Continuing is Painful
 Ready Player One (2018) / int_c3d60914
type
Continuing is Painful
 The Butterfly Effect / int_c3d60914
type
Continuing is Painful
 Star Fox (Franchise) / int_c3d60914
type
Continuing is Painful
 LIT
seeAlso
Continuing is Painful
 Twitch Plays Pokémon: Arena (Lets Play) / int_c3d60914
type
Continuing is Painful
 Twitch Plays Pokémon Colosseum (Lets Play) / int_c3d60914
type
Continuing is Painful
 GrailQuest / int_c3d60914
type
Continuing is Painful
 Ready Player One / int_c3d60914
type
Continuing is Painful
 The Wandering Inn / int_c3d60914
type
Continuing is Painful
 JoveHack
seeAlso
Continuing is Painful
 Restart at Level One
seeAlso
Continuing is Painful
 Tropes A to F / Real Life / int_c3d60914
type
Continuing is Painful
 Interesting Times Living Curse Of Ransara Monastery (Roleplay) / int_c3d60914
type
Continuing is Painful
 Ace Lightning / int_c3d60914
type
Continuing is Painful
 Retro Game Master / int_c3d60914
type
Continuing is Painful
 Robot Wars / int_c3d60914
type
Continuing is Painful
 Tenable / int_c3d60914
type
Continuing is Painful
 The Chase (Game Show) / int_c3d60914
type
Continuing is Painful
 Arkham Horror (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 Arkham Horror: The Card Game (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 Car Wars (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 Cerberus Engine Games (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 Dungeons & Dragons 3rd Edition (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 Munchkin (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 The Grape Escape 1992 (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 The One Ring (Tabletop Game) / int_c3d60914
type
Continuing is Painful
 ARK: Survival Evolved (Video Game) / int_c3d60914
type
Continuing is Painful
 A Valley Without Wind 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Abuse (Video Game) / int_c3d60914
type
Continuing is Painful
 Adventures Of Dino Riki (Video Game) / int_c3d60914
type
Continuing is Painful
 Afterimage (Video Game) / int_c3d60914
type
Continuing is Painful
 Agony (1992) (Video Game) / int_c3d60914
type
Continuing is Painful
 Air Combat (Video Game) / int_c3d60914
type
Continuing is Painful
 AirMech (Video Game) / int_c3d60914
type
Continuing is Painful
 Aka Manto (Video Game) / int_c3d60914
type
Continuing is Painful
 Alex Kidd (Video Game) / int_c3d60914
type
Continuing is Painful
 Alien Soldier (Video Game) / int_c3d60914
type
Continuing is Painful
 Amnesia: The Dark Descent (Video Game) / int_c3d60914
type
Continuing is Painful
 Annalynn (Video Game) / int_c3d60914
type
Continuing is Painful
 Another Eden (Video Game) / int_c3d60914
type
Continuing is Painful
 Anti-Idle: The Game (Video Game) / int_c3d60914
type
Continuing is Painful
 Apex Legends (Video Game) / int_c3d60914
type
Continuing is Painful
 Arknights (Video Game) / int_c3d60914
type
Continuing is Painful
 Assassin's Creed: Odyssey (Video Game) / int_c3d60914
type
Continuing is Painful
 Assault Suits Valken (Video Game) / int_c3d60914
type
Continuing is Painful
 Astro Boy: Omega Factor (Video Game) / int_c3d60914
type
Continuing is Painful
 Axelay (Video Game) / int_c3d60914
type
Continuing is Painful
 B3313 (Video Game) / int_c3d60914
type
Continuing is Painful
 Banjo-Kazooie (Video Game) / int_c3d60914
type
Continuing is Painful
 Baroque (Video Game) / int_c3d60914
type
Continuing is Painful
 BattleBlock Theater (Video Game) / int_c3d60914
type
Continuing is Painful
 Battle Brothers (Video Game) / int_c3d60914
type
Continuing is Painful
 Battle Chasers: Nightwar (Video Game) / int_c3d60914
type
Continuing is Painful
 Bayonetta 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Berenstain Bears' Camping Adventure (Video Game) / int_c3d60914
type
Continuing is Painful
 Betrayer (Video Game) / int_c3d60914
type
Continuing is Painful
 Beyond Good & Evil (Video Game) / int_c3d60914
type
Continuing is Painful
 BIT.TRIP (Video Game) / int_c3d60914
type
Continuing is Painful
 Bleed (Video Game) / int_c3d60914
type
Continuing is Painful
 Bloodstained: Curse of the Moon (Video Game) / int_c3d60914
type
Continuing is Painful
 Boktai (Video Game) / int_c3d60914
type
Continuing is Painful
 Bomber Crew (Video Game) / int_c3d60914
type
Continuing is Painful
 Bomberman (Video Game) / int_c3d60914
type
Continuing is Painful
 Bomberman 64: The Second Attack! (Video Game) / int_c3d60914
type
Continuing is Painful
 Bomberman Generation (Video Game) / int_c3d60914
type
Continuing is Painful
 Bomberman Hero (Video Game) / int_c3d60914
type
Continuing is Painful
 Bomberman II (Video Game) / int_c3d60914
type
Continuing is Painful
 Bonfire (Video Game) / int_c3d60914
type
Continuing is Painful
 Border Down (Video Game) / int_c3d60914
type
Continuing is Painful
 Borderlands (Video Game) / int_c3d60914
type
Continuing is Painful
 Brütal Legend (Video Game) / int_c3d60914
type
Continuing is Painful
 Bullet Witch (Video Game) / int_c3d60914
type
Continuing is Painful
 Cabal (Video Game) / int_c3d60914
type
Continuing is Painful
 Caladrius (Video Game) / int_c3d60914
type
Continuing is Painful
 Capital Punishment (Video Game) / int_c3d60914
type
Continuing is Painful
 Castlevania (1986) (Video Game) / int_c3d60914
type
Continuing is Painful
 Castlevania Fighter (Video Game) / int_c3d60914
type
Continuing is Painful
 Castlevania II: Simon's Quest (Video Game) / int_c3d60914
type
Continuing is Painful
 Chaos Field (Video Game) / int_c3d60914
type
Continuing is Painful
 Chaos Legion (Video Game) / int_c3d60914
type
Continuing is Painful
 Chasm: The Rift (Video Game) / int_c3d60914
type
Continuing is Painful
 Chippy (Video Game) / int_c3d60914
type
Continuing is Painful
 Chocobo's Dungeon (Video Game) / int_c3d60914
type
Continuing is Painful
 City of Heroes (Video Game) / int_c3d60914
type
Continuing is Painful
 Clockwork Knight (Video Game) / int_c3d60914
type
Continuing is Painful
 Company of Heroes (Video Game) / int_c3d60914
type
Continuing is Painful
 Contra (Video Game) / int_c3d60914
type
Continuing is Painful
 Contra III: The Alien Wars (Video Game) / int_c3d60914
type
Continuing is Painful
 Control (Video Game) / int_c3d60914
type
Continuing is Painful
 Cool Spot (Video Game) / int_c3d60914
type
Continuing is Painful
 Cosmo's Cosmic Adventure (Video Game) / int_c3d60914
type
Continuing is Painful
 Crash Bandicoot (1996) (Video Game) / int_c3d60914
type
Continuing is Painful
 Crash Bandicoot 2: Cortex Strikes Back (Video Game) / int_c3d60914
type
Continuing is Painful
 Crimzon Clover (Video Game) / int_c3d60914
type
Continuing is Painful
 Cröixleur (Video Game) / int_c3d60914
type
Continuing is Painful
 Cube World (Video Game) / int_c3d60914
type
Continuing is Painful
 Darius (Video Game) / int_c3d60914
type
Continuing is Painful
 Dark Ages (Video Game) / int_c3d60914
type
Continuing is Painful
 Dark Deity (Video Game) / int_c3d60914
type
Continuing is Painful
 Dark Souls II (Video Game) / int_c3d60914
type
Continuing is Painful
 Darkest Dungeon (Video Game) / int_c3d60914
type
Continuing is Painful
 Darkstone (Video Game) / int_c3d60914
type
Continuing is Painful
 Darkwood (Video Game) / int_c3d60914
type
Continuing is Painful
 Dave the Diver (Video Game) / int_c3d60914
type
Continuing is Painful
 DayZ (Video Game) / int_c3d60914
type
Continuing is Painful
 Dead Cells (Video Game) / int_c3d60914
type
Continuing is Painful
 Dead Rising (Video Game) / int_c3d60914
type
Continuing is Painful
 Death Stranding (Video Game) / int_c3d60914
type
Continuing is Painful
 Deceive Inc. (Video Game) / int_c3d60914
type
Continuing is Painful
 Deep Diving Simulator (Video Game) / int_c3d60914
type
Continuing is Painful
 Descent (Video Game) / int_c3d60914
type
Continuing is Painful
 Destiny (Video Game) / int_c3d60914
type
Continuing is Painful
 Devil Engine (Video Game) / int_c3d60914
type
Continuing is Painful
 Devil May Cry (Video Game) / int_c3d60914
type
Continuing is Painful
 Devil May Cry (Video Game) / int_c3d60914
type
Continuing is Painful
 Diablo (1997) (Video Game) / int_c3d60914
type
Continuing is Painful
 Diablo II (Video Game) / int_c3d60914
type
Continuing is Painful
 Dick Tracy (Bandai) (Video Game) / int_c3d60914
type
Continuing is Painful
 Digimon World Re:Digitize (Video Game) / int_c3d60914
type
Continuing is Painful
 Discworld MUD (Video Game) / int_c3d60914
type
Continuing is Painful
 Dokapon Kingdom (Video Game) / int_c3d60914
type
Continuing is Painful
 Donald in Maui Mallard (Video Game) / int_c3d60914
type
Continuing is Painful
 Donkey Kong Country (Video Game) / int_c3d60914
type
Continuing is Painful
 Donkey Kong Country Returns (Video Game) / int_c3d60914
type
Continuing is Painful
 Don't Starve (Video Game) / int_c3d60914
type
Continuing is Painful
 Doom Eternal (Video Game) / int_c3d60914
type
Continuing is Painful
 Dottori-Kun (Video Game) / int_c3d60914
type
Continuing is Painful
 Double Switch (Video Game) / int_c3d60914
type
Continuing is Painful
 Dragon Quest (Video Game) / int_c3d60914
type
Continuing is Painful
 Dragon Quest Monsters (Video Game) / int_c3d60914
type
Continuing is Painful
 Dragon Quest VIII (Video Game) / int_c3d60914
type
Continuing is Painful
 Drill Dozer (Video Game) / int_c3d60914
type
Continuing is Painful
 Dungeon Fighter Online (Video Game) / int_c3d60914
type
Continuing is Painful
 Dust: An Elysian Tail (Video Game) / int_c3d60914
type
Continuing is Painful
 EVE Online (Video Game) / int_c3d60914
type
Continuing is Painful
 E.Y.E: Divine Cybermancy (Video Game) / int_c3d60914
type
Continuing is Painful
 Earth Eternal (Video Game) / int_c3d60914
type
Continuing is Painful
 Einhänder (Video Game) / int_c3d60914
type
Continuing is Painful
 Elona (Video Game) / int_c3d60914
type
Continuing is Painful
 Espgaluda (Video Game) / int_c3d60914
type
Continuing is Painful
 Ether Vapor (Video Game) / int_c3d60914
type
Continuing is Painful
 Etrian Odyssey (Video Game) / int_c3d60914
type
Continuing is Painful
 EverQuest (Video Game) / int_c3d60914
type
Continuing is Painful
 Fallen London (Video Game) / int_c3d60914
type
Continuing is Painful
 Fantasy War Tactics (Video Game) / int_c3d60914
type
Continuing is Painful
 Fantasy Zone (Video Game) / int_c3d60914
type
Continuing is Painful
 Fight Knight (Video Game) / int_c3d60914
type
Continuing is Painful
 Fights in Tight Spaces (Video Game) / int_c3d60914
type
Continuing is Painful
 Fire Shark (Video Game) / int_c3d60914
type
Continuing is Painful
 Five Nights at Freddy's: Sister Location (Video Game) / int_c3d60914
type
Continuing is Painful
 Flawed Crystals (Video Game) / int_c3d60914
type
Continuing is Painful
 FlyOrDie.io (Video Game) / int_c3d60914
type
Continuing is Painful
 Flyff (Video Game) / int_c3d60914
type
Continuing is Painful
 Flying Red Barrel (Video Game) / int_c3d60914
type
Continuing is Painful
 Foretales (Video Game) / int_c3d60914
type
Continuing is Painful
 Fork Parker's Crunch Out (Video Game) / int_c3d60914
type
Continuing is Painful
 Fortune Summoners (Video Game) / int_c3d60914
type
Continuing is Painful
 Freedom Planet (Video Game) / int_c3d60914
type
Continuing is Painful
 Freedom Planet 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Friday Night Funkin' Online VS. (Video Game) / int_c3d60914
type
Continuing is Painful
 Game & Watch (Video Game) / int_c3d60914
type
Continuing is Painful
 Ganbare Goemon (Video Game) / int_c3d60914
type
Continuing is Painful
 Ganbare Goemon 3 Shishijurokube No Karakuri Manji Gatame (Video Game) / int_c3d60914
type
Continuing is Painful
 Garden Story (Video Game) / int_c3d60914
type
Continuing is Painful
 Genocide (Video Game) / int_c3d60914
type
Continuing is Painful
 Getting Over It with Bennett Foddy (Video Game) / int_c3d60914
type
Continuing is Painful
 Gimmick! (1992) (Video Game) / int_c3d60914
type
Continuing is Painful
 Glean (Video Game) / int_c3d60914
type
Continuing is Painful
 Gloom (Amiga) (Video Game) / int_c3d60914
type
Continuing is Painful
 God of War Ragnarök (Video Game) / int_c3d60914
type
Continuing is Painful
 Gradius (Video Game) / int_c3d60914
type
Continuing is Painful
 Grand Summoners (Video Game) / int_c3d60914
type
Continuing is Painful
 Grand Theft Auto 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Grand Theft Auto III (Video Game) / int_c3d60914
type
Continuing is Painful
 Gwange Dash (Video Game) / int_c3d60914
type
Continuing is Painful
 Happy Tree Friends Adventures (Video Game) / int_c3d60914
type
Continuing is Painful
 Heavy Weapon (Video Game) / int_c3d60914
type
Continuing is Painful
 Heidelberg 1693 (Video Game) / int_c3d60914
type
Continuing is Painful
 Hell Is Others (Video Game) / int_c3d60914
type
Continuing is Painful
 Hellsinker (Video Game) / int_c3d60914
type
Continuing is Painful
 Hero Must Die (Video Game) / int_c3d60914
type
Continuing is Painful
 Hi-Fi RUSH (Video Game) / int_c3d60914
type
Continuing is Painful
 Hitman 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Hitman: Codename 47 (Video Game) / int_c3d60914
type
Continuing is Painful
 Hollow Knight (Video Game) / int_c3d60914
type
Continuing is Painful
 Holo X Break (Video Game) / int_c3d60914
type
Continuing is Painful
 Huntdown (Video Game) / int_c3d60914
type
Continuing is Painful
 Improbable Island (Video Game) / int_c3d60914
type
Continuing is Painful
 Indie Pogo (Video Game) / int_c3d60914
type
Continuing is Painful
 Izuna: Legend of the Unemployed Ninja (Video Game) / int_c3d60914
type
Continuing is Painful
 Jackal (Video Game) / int_c3d60914
type
Continuing is Painful
 Jagged Alliance (Video Game) / int_c3d60914
type
Continuing is Painful
 Jak II: Renegade (Video Game) / int_c3d60914
type
Continuing is Painful
 Jurassic Park 2: The Chaos Continues (Video Game) / int_c3d60914
type
Continuing is Painful
 Jurassic Park (Sega Master System) (Video Game) / int_c3d60914
type
Continuing is Painful
 KGB (Video Game) / int_c3d60914
type
Continuing is Painful
 Karous (Video Game) / int_c3d60914
type
Continuing is Painful
 Kemono Heroes (Video Game) / int_c3d60914
type
Continuing is Painful
 Kid Dracula (Video Game) / int_c3d60914
type
Continuing is Painful
 Kid Icarus: Uprising (Video Game) / int_c3d60914
type
Continuing is Painful
 Killer7 (Video Game) / int_c3d60914
type
Continuing is Painful
 King of the Castle (Video Game) / int_c3d60914
type
Continuing is Painful
 Kingdom of the Dead (Video Game) / int_c3d60914
type
Continuing is Painful
 Klonoa Heroes: Densetsu no Star Medal (Video Game) / int_c3d60914
type
Continuing is Painful
 Kya: Dark Lineage (Video Game) / int_c3d60914
type
Continuing is Painful
 La Tale (Video Game) / int_c3d60914
type
Continuing is Painful
 Lethal Company (Video Game) / int_c3d60914
type
Continuing is Painful
 Level Up (Video Game) / int_c3d60914
type
Continuing is Painful
 Live Powerful Pro Baseball (Video Game) / int_c3d60914
type
Continuing is Painful
 Locked N Loaded (Video Game) / int_c3d60914
type
Continuing is Painful
 Loopmancer (Video Game) / int_c3d60914
type
Continuing is Painful
 Lords of the Fallen (Video Game) / int_c3d60914
type
Continuing is Painful
 Lunacy Star (Video Game) / int_c3d60914
type
Continuing is Painful
 M.U.S.H.A. (Video Game) / int_c3d60914
type
Continuing is Painful
 Mabinogi (Video Game) / int_c3d60914
type
Continuing is Painful
 Mad Stalker: Full Metal Force (Video Game) / int_c3d60914
type
Continuing is Painful
 Magical Chase (Video Game) / int_c3d60914
type
Continuing is Painful
 Maldita Castilla (Video Game) / int_c3d60914
type
Continuing is Painful
 MapleStory (Video Game) / int_c3d60914
type
Continuing is Painful
 Maximo: Ghosts to Glory (Video Game) / int_c3d60914
type
Continuing is Painful
 Mega Man 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Mega Man Maker (Video Game) / int_c3d60914
type
Continuing is Painful
 Mega Man ZX (Video Game) / int_c3d60914
type
Continuing is Painful
 Mega Man Zero 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Megami Tensei (Video Game) / int_c3d60914
type
Continuing is Painful
 Metal Gear (Video Game) / int_c3d60914
type
Continuing is Painful
 Metal Gear Solid V: The Phantom Pain (Video Game) / int_c3d60914
type
Continuing is Painful
 Metal Slug (Video Game) / int_c3d60914
type
Continuing is Painful
 Metal Walker (Video Game) / int_c3d60914
type
Continuing is Painful
 Metal Wolf Chaos (Video Game) / int_c3d60914
type
Continuing is Painful
 Metroid (Video Game) / int_c3d60914
type
Continuing is Painful
 Middle-earth: Shadow of Mordor (Video Game) / int_c3d60914
type
Continuing is Painful
 Midnight Resistance (Video Game) / int_c3d60914
type
Continuing is Painful
 Mighty No. 9 (Video Game) / int_c3d60914
type
Continuing is Painful
 Milon's Secret Castle (Video Game) / int_c3d60914
type
Continuing is Painful
 Mimesis Online (Video Game) / int_c3d60914
type
Continuing is Painful
 Mist Survival (Video Game) / int_c3d60914
type
Continuing is Painful
 Monster Rancher (Video Game) / int_c3d60914
type
Continuing is Painful
 Monster Rancher EVO (Video Game) / int_c3d60914
type
Continuing is Painful
 Mount & Blade (Video Game) / int_c3d60914
type
Continuing is Painful
 Mr. Gimmick! (Video Game) / int_c3d60914
type
Continuing is Painful
 Muppet Monster Adventure (Video Game) / int_c3d60914
type
Continuing is Painful
 Mystery Dungeon (Video Game) / int_c3d60914
type
Continuing is Painful
 NES Remix (Video Game) / int_c3d60914
type
Continuing is Painful
 NiGHTS into Dreams… (Video Game) / int_c3d60914
type
Continuing is Painful
 Nightshade (1992) (Video Game) / int_c3d60914
type
Continuing is Painful
 Ninja Gaiden (NES) (Video Game) / int_c3d60914
type
Continuing is Painful
 Nioh (Video Game) / int_c3d60914
type
Continuing is Painful
 Oddrietta (Video Game) / int_c3d60914
type
Continuing is Painful
 Only Up! (Video Game) / int_c3d60914
type
Continuing is Painful
 Oracle of Tao (Video Game) / int_c3d60914
type
Continuing is Painful
 Original War (Video Game) / int_c3d60914
type
Continuing is Painful
 Out Zone (Video Game) / int_c3d60914
type
Continuing is Painful
 Outward (Video Game) / int_c3d60914
type
Continuing is Painful
 P-47 Aces (Video Game) / int_c3d60914
type
Continuing is Painful
 Pacific Drive (Video Game) / int_c3d60914
type
Continuing is Painful
 Palworld (Video Game) / int_c3d60914
type
Continuing is Painful
 Paradroid (Video Game) / int_c3d60914
type
Continuing is Painful
 Password Game (Video Game) / int_c3d60914
type
Continuing is Painful
 Pathologic 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Pathway (Video Game) / int_c3d60914
type
Continuing is Painful
 Pawapoke Dash (Video Game) / int_c3d60914
type
Continuing is Painful
 Penny-Punching Princess (Video Game) / int_c3d60914
type
Continuing is Painful
 Perfect Dark (Video Game) / int_c3d60914
type
Continuing is Painful
 Perfect World (Video Game) / int_c3d60914
type
Continuing is Painful
 Phantom Breaker (Video Game) / int_c3d60914
type
Continuing is Painful
 Pin Out (Video Game) / int_c3d60914
type
Continuing is Painful
 Pokémon Mystery Dungeon (Video Game) / int_c3d60914
type
Continuing is Painful
 Pokémon Mystery Dungeon: Explorers (Video Game) / int_c3d60914
type
Continuing is Painful
 Pokémon Red and Blue (Video Game) / int_c3d60914
type
Continuing is Painful
 Pokémon Rumble (Video Game) / int_c3d60914
type
Continuing is Painful
 Pokémon Super Mystery Dungeon (Video Game) / int_c3d60914
type
Continuing is Painful
 Polyroll (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 1 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 3 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 4 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 5 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 6 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 7 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 8 (Video Game) / int_c3d60914
type
Continuing is Painful
 Power Pro-kun Pocket 9 (Video Game) / int_c3d60914
type
Continuing is Painful
 Pro Pinball: Timeshock! (Video Game) / int_c3d60914
type
Continuing is Painful
 Progressbar 95 (Video Game) / int_c3d60914
type
Continuing is Painful
 Protect Me Knight (Video Game) / int_c3d60914
type
Continuing is Painful
 Psycho Waluigi (Video Game) / int_c3d60914
type
Continuing is Painful
 Pump It Up (Video Game) / int_c3d60914
type
Continuing is Painful
 Purple (Video Game) / int_c3d60914
type
Continuing is Painful
 R-Type (Video Game) / int_c3d60914
type
Continuing is Painful
 Radiant Silvergun (Video Game) / int_c3d60914
type
Continuing is Painful
 Ragnarok (Roguelike) (Video Game) / int_c3d60914
type
Continuing is Painful
 Raiden (Video Game) / int_c3d60914
type
Continuing is Painful
 RAY Series (Video Game) / int_c3d60914
type
Continuing is Painful
 Rayman (Video Game) / int_c3d60914
type
Continuing is Painful
 Rayman Redemption (Video Game) / int_c3d60914
type
Continuing is Painful
 Realm of the Mad God (Video Game) / int_c3d60914
type
Continuing is Painful
 Recettear: An Item Shop's Tale (Video Game) / int_c3d60914
type
Continuing is Painful
 RefleX (Video Game) / int_c3d60914
type
Continuing is Painful
 Reinhardt's House (Video Game) / int_c3d60914
type
Continuing is Painful
 Remnant: From the Ashes (Video Game) / int_c3d60914
type
Continuing is Painful
 Rengoku (Video Game) / int_c3d60914
type
Continuing is Painful
 Resident Evil 2 (Remake) (Video Game) / int_c3d60914
type
Continuing is Painful
 Resident Evil 3 (Remake) (Video Game) / int_c3d60914
type
Continuing is Painful
 Retro City Rampage (Video Game) / int_c3d60914
type
Continuing is Painful
 Retro Game Challenge (Video Game) / int_c3d60914
type
Continuing is Painful
 River City Girls (Video Game) / int_c3d60914
type
Continuing is Painful
 Rolling Thunder (Video Game) / int_c3d60914
type
Continuing is Painful
 Rust (Video Game) / int_c3d60914
type
Continuing is Painful
 Rusty (Video Game) / int_c3d60914
type
Continuing is Painful
 SATAZIUS (Video Game) / int_c3d60914
type
Continuing is Painful
 Satisfactory (Video Game) / int_c3d60914
type
Continuing is Painful
 Saurian (Video Game) / int_c3d60914
type
Continuing is Painful
 Scarface: The World Is Yours (Video Game) / int_c3d60914
type
Continuing is Painful
 Seishun Scandal (Video Game) / int_c3d60914
type
Continuing is Painful
 Sekiro: Shadows Die Twice (Video Game) / int_c3d60914
type
Continuing is Painful
 7 Days to Die (Video Game) / int_c3d60914
type
Continuing is Painful
 Shenmue II (Video Game) / int_c3d60914
type
Continuing is Painful
 Shin Megami Tensei IV: Apocalypse (Video Game) / int_c3d60914
type
Continuing is Painful
 Shin Megami Tensei V (Video Game) / int_c3d60914
type
Continuing is Painful
 Shiren the Wanderer (Video Game) / int_c3d60914
type
Continuing is Painful
 Shovel Knight (Video Game) / int_c3d60914
type
Continuing is Painful
 Sifu (Video Game) / int_c3d60914
type
Continuing is Painful
 Sigma Theory (Video Game) / int_c3d60914
type
Continuing is Painful
 Simplest RPG (Video Game) / int_c3d60914
type
Continuing is Painful
 Sine Mora (Video Game) / int_c3d60914
type
Continuing is Painful
 Skylanders (Video Game) / int_c3d60914
type
Continuing is Painful
 Skylands (Video Game) / int_c3d60914
type
Continuing is Painful
 Smash Hit (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic 3 & Knuckles (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic Colors (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic.Exe: Spirits of Hell (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic Heroes (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic Mania (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic the Hedgehog 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Sonic Unleashed (Video Game) / int_c3d60914
type
Continuing is Painful
 SoulBlazer (Video Game) / int_c3d60914
type
Continuing is Painful
 Space Invaders Infinity Gene (Video Game) / int_c3d60914
type
Continuing is Painful
 Space Pirates and Zombies (Video Game) / int_c3d60914
type
Continuing is Painful
 Spark & Sparkle (Video Game) / int_c3d60914
type
Continuing is Painful
 Spider-Man vs. the Kingpin (Video Game) / int_c3d60914
type
Continuing is Painful
 Spiral Knights (Video Game) / int_c3d60914
type
Continuing is Painful
 Split/Second (2010) (Video Game) / int_c3d60914
type
Continuing is Painful
 Spud's Adventure (Video Game) / int_c3d60914
type
Continuing is Painful
 Spy Hunter II (Video Game) / int_c3d60914
type
Continuing is Painful
 Spyro the Dragon (1998) (Video Game) / int_c3d60914
type
Continuing is Painful
 Star Fox 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Star Fox 64 (Video Game) / int_c3d60914
type
Continuing is Painful
 Star Traders: Frontiers (Video Game) / int_c3d60914
type
Continuing is Painful
 StarTropics (Video Game) / int_c3d60914
type
Continuing is Painful
 Starbound (Video Game) / int_c3d60914
type
Continuing is Painful
 Stargunner (Video Game) / int_c3d60914
type
Continuing is Painful
 SteelEmpire
seeAlso
Continuing is Painful
 Street Fighter 2010 (Video Game) / int_c3d60914
type
Continuing is Painful
 StreetPass Mii Plaza (Video Game) / int_c3d60914
type
Continuing is Painful
 Streets of Rage (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Mario 64 (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Mario Bros. 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Mario Bros. 3 (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Mario Kart (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Mario Land 2: 6 Golden Coins (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Monkey Ball (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Princess Peach (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Robot Wars (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Smash Bros. Brawl (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Smash Bros. for Nintendo 3DS and Wii U (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Spy Hunter (Video Game) / int_c3d60914
type
Continuing is Painful
 Sword of the Samurai (Video Game) / int_c3d60914
type
Continuing is Painful
 System Shock 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Tcheco In The Castle Of Lucio (Video Game) / int_c3d60914
type
Continuing is Painful
 Tempest (Video Game) / int_c3d60914
type
Continuing is Painful
 Temple Run (Video Game) / int_c3d60914
type
Continuing is Painful
 The Addams Family (Video Game) / int_c3d60914
type
Continuing is Painful
 The Adventures of Batman and Robin (Video Game) / int_c3d60914
type
Continuing is Painful
 The Adventures of Bayou Billy (Video Game) / int_c3d60914
type
Continuing is Painful
 The Battle of Olympus (Video Game) / int_c3d60914
type
Continuing is Painful
 The Bouncer (Video Game) / int_c3d60914
type
Continuing is Painful
 The Drop (Video Game) / int_c3d60914
type
Continuing is Painful
 The Finals (Video Game) / int_c3d60914
type
Continuing is Painful
 The Legend of Dark Witch (Video Game) / int_c3d60914
type
Continuing is Painful
 The Legend of Zelda: Majora's Mask (Video Game) / int_c3d60914
type
Continuing is Painful
 The Mummy Demastered (Video Game) / int_c3d60914
type
Continuing is Painful
 The Mysterious Murasame Castle (Video Game) / int_c3d60914
type
Continuing is Painful
 The Nightmare of Druaga: Fushigino Dungeon (Video Game) / int_c3d60914
type
Continuing is Painful
 The Persistence (Video Game) / int_c3d60914
type
Continuing is Painful
 The Revenge of Shinobi (Video Game) / int_c3d60914
type
Continuing is Painful
 The Stomping Land (Video Game) / int_c3d60914
type
Continuing is Painful
 The Tower of Druaga (Video Game) / int_c3d60914
type
Continuing is Painful
 The Town with No Name (Video Game) / int_c3d60914
type
Continuing is Painful
 The Witch and the Hundred Knight (Video Game) / int_c3d60914
type
Continuing is Painful
 Theatrhythm Final Fantasy (Video Game) / int_c3d60914
type
Continuing is Painful
 Thrill Drive (Video Game) / int_c3d60914
type
Continuing is Painful
 Thunder Cross (Video Game) / int_c3d60914
type
Continuing is Painful
 Tibia (Video Game) / int_c3d60914
type
Continuing is Painful
 Time Commando (Video Game) / int_c3d60914
type
Continuing is Painful
 Time Crisis (Video Game) / int_c3d60914
type
Continuing is Painful
 Tiny Toon Adventures (Video Game) / int_c3d60914
type
Continuing is Painful
 Tiny Toon Adventures: Buster Busts Loose! (Video Game) / int_c3d60914
type
Continuing is Painful
 Too Human (Video Game) / int_c3d60914
type
Continuing is Painful
 Transistor (Video Game) / int_c3d60914
type
Continuing is Painful
 Treasure of Tarmin (Video Game) / int_c3d60914
type
Continuing is Painful
 Trepang2 (Video Game) / int_c3d60914
type
Continuing is Painful
 Tribal Hunter (Video Game) / int_c3d60914
type
Continuing is Painful
 Triggerheart Exelica (Video Game) / int_c3d60914
type
Continuing is Painful
 Trog (Video Game) / int_c3d60914
type
Continuing is Painful
 Twin Cobra (Video Game) / int_c3d60914
type
Continuing is Painful
 Twinkle Star Sprites (Video Game) / int_c3d60914
type
Continuing is Painful
 Uchu Mega Fight (Video Game) / int_c3d60914
type
Continuing is Painful
 Ultima Online (Video Game) / int_c3d60914
type
Continuing is Painful
 Valkyria Chronicles 4 (Video Game) / int_c3d60914
type
Continuing is Painful
 Vanquish (Video Game) / int_c3d60914
type
Continuing is Painful
 Vega Strike (Video Game) / int_c3d60914
type
Continuing is Painful
 Vib-Ribbon (Video Game) / int_c3d60914
type
Continuing is Painful
 Virtual Boy Wario Land (Video Game) / int_c3d60914
type
Continuing is Painful
 Void Bastards (Video Game) / int_c3d60914
type
Continuing is Painful
 void tRrLM(); //Void Terrarium (Video Game) / int_c3d60914
type
Continuing is Painful
 Warcraft (Video Game) / int_c3d60914
type
Continuing is Painful
 Wario Land: Super Mario Land 3 (Video Game) / int_c3d60914
type
Continuing is Painful
 Wild Metal Country (Video Game) / int_c3d60914
type
Continuing is Painful
 Wizardry (Video Game) / int_c3d60914
type
Continuing is Painful
 Wo Long: Fallen Dynasty (Video Game) / int_c3d60914
type
Continuing is Painful
 Wolfenstein 3-D (Video Game) / int_c3d60914
type
Continuing is Painful
 Wonder Boy III: The Dragon's Trap (Video Game) / int_c3d60914
type
Continuing is Painful
 XCOM 2 (Video Game) / int_c3d60914
type
Continuing is Painful
 XCOM: Long War (Video Game) / int_c3d60914
type
Continuing is Painful
 Xenoblade Chronicles X (Video Game) / int_c3d60914
type
Continuing is Painful
 Yakuza: Like a Dragon (Video Game) / int_c3d60914
type
Continuing is Painful
 Yggdra Union (Video Game) / int_c3d60914
type
Continuing is Painful
 Yu-Gi-Oh! Capsule Monster Coliseum (Video Game) / int_c3d60914
type
Continuing is Painful
 Yu-Gi-Oh! Monster Capsule GB (Video Game) / int_c3d60914
type
Continuing is Painful
 Zanac (Video Game) / int_c3d60914
type
Continuing is Painful
 Zelda II: The Adventure of Link (Video Game) / int_c3d60914
type
Continuing is Painful
 ZombiU (Video Game) / int_c3d60914
type
Continuing is Painful
 Zombies Ate My Neighbors (Video Game) / int_c3d60914
type
Continuing is Painful
 Castle Crashers (Video Game) / int_c3d60914
type
Continuing is Painful
 Elite: Dangerous / Videogame / int_c3d60914
type
Continuing is Painful
 NieR: Automata / Videogame / int_c3d60914
type
Continuing is Painful
 Subnautica (Video Game) / int_c3d60914
type
Continuing is Painful
 Super Marisa Land / Videogame / int_c3d60914
type
Continuing is Painful
 The Krion Conquest (Video Game) / int_c3d60914
type
Continuing is Painful
 The Legend of Zelda: Ocarina of Time / Videogame / int_c3d60914
type
Continuing is Painful
 The Legend of Zelda: A Link Between Worlds / Videogame / int_c3d60914
type
Continuing is Painful
 Tomorrow Never Dies (Video Game) / int_c3d60914
type
Continuing is Painful
 Dream (Web Video) / int_c3d60914
type
Continuing is Painful
 Joseph Anderson (Web Video) / int_c3d60914
type
Continuing is Painful
 Twitch Plays Pokémon: Arena (Web Video) / int_c3d60914
type
Continuing is Painful
 Twitch Plays Pokémon Colosseum (Web Video) / int_c3d60914
type
Continuing is Painful
 Noob (Franchise) / int_c3d60914
type
Continuing is Painful
 Fight'N Rage (Video Game) / int_c3d60914
type
Continuing is Painful
 Lusternia (Video Game) / int_c3d60914
type
Continuing is Painful