Lives and Continues
Lives and continues turn failure into a budget: a player is given a fixed number of attempts, and running out ends the session unless more can be bought or earned.
Player begins with a small stock of lives; each death spends one and returns them to a start point with the world partly reset. Exhausting the stock ends the game, at which point a continue may allow resumption, often with penalties or from an earlier position. Structure quietly defines a session's length and shape, since the real unit of play is not the level but the stock of remaining attempts.
Taito's Space Invaders in 1978 needed the arcade to work as a business, which means each session has to end and the ending has to feel like the player's own fault. Lives did both while softening a single mistake. Continues arrived as an explicit price on failure, which is where the tension in arcade design lives, because the knob that sets challenge also sets revenue per cabinet.
Consequences outlived the coin box. Home ports inherited a difficulty curve tuned to extract money, and games spent years unlearning it, replacing lives with checkpoints and eventually removing the counter altogether. Where it survives it is usually deliberate, as scarcity that gives a run stakes. Free-to-play then rediscovered the mechanism exactly, with an energy meter in place of lives and a purchase in place of a coin.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 2 steps deep, beginning with Numeric Score in 1972.
Descends directly from
Forked into
Pac-Man made the stock visible as a row of icons, Super Mario Bros. handed lives out as collectibles, and Candy Crush Saga rebuilt continues as a timed energy purchase.
Carried forward by 37 later games
Everything downstream
20 mechanics ultimately descend from this one.
Look this mechanic up elsewhere
Also called: lives, continues, extra lives