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* ''VideoGame/SpyroTheDragon'' follows a similar system. Spyro's [[FairyCompanion dragonfly buddy]] Sparx serves as the players' life meter, turning different colors as he gets weaker before disappearing, at which point any further damage to the player is fatal.

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* ''VideoGame/SpyroTheDragon'' follows a similar system. ''Franchise/SpyroTheDragon'': Spyro's [[FairyCompanion dragonfly buddy]] Sparx serves as the players' life meter, turning different colors as he gets weaker before disappearing, at which point any further damage to the player is fatal.
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** ''VideoGame/SonicAdventure2''. Tails' and Eggman's Mechs use ''both'' a LifeMeter and Rings at the same time. You lose both health and rings when hit, but you can gather the dropped rings back to recover some lost life.

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* ''Franchise/MegaMan'': Most of the 2D platformers give the playable characters a long life bar (consisting of 28 units) that is not a set number (You don't have 28 actual hits). The meter is depleted by a certain number of units depending on the enemy or attack and can be restored with random life drops from killing enemies, and the [[EmergencyEnergyTank Energy Tanks]] give you a free full-heal. This changes depending on the game/subseries.

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* ''Franchise/MegaMan'': Most of the 2D platformers give the playable characters a long life bar (consisting of 28 units) that is not a set number (You don't have 28 actual hits). The meter is depleted by a certain number of units depending on the enemy or attack and can be restored with random life drops from killing enemies, and the [[EmergencyEnergyTank Energy Tanks]] give you a free full-heal. In almost all situations, [[SpikesOfDoom spikes]] are an instant-kill. This changes depending on the game/subseries.


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** ''VideoGame/MegaManLegends'': Volnutt has a regenerating SingleUseShield to cover his Life meter that goes away when he gets hit, at which point the meter turns red. Any further damage eats away at his health.
** ''VideoGame/MegaManZero'': Similar to ''X'', Zero has a very small life meter that can extended with Cyber-Elves.
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** ''VideoGame/MegaManX'': X/Zero starts out the game with a painfully small health meter, that can be extended with [[HeartContainers Heart Tanks]].

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** ''VideoGame/MegaManX'': X/Zero starts out the game with a painfully small health meter, that can be extended with [[HeartContainers [[HeartContainer Heart Tanks]].
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* ''Franchise/MegaMan'': Most of the 2D platformers give the playable characters a long life bar (consisting of 28 units) that is not a set number (You don't have 28 actual hits). The meter is depleted by a certain number of units depending on the enemy or attack and can be restored with random life drops from killing enemies, and the [[EmergencyEnergyTank Energy Tanks]] give you a free full-heal. This changes depending on the game/subseries.
** ''VideoGame/MegaManClassic'' plays it pretty basic. You have a standard energy meter that stays the same.
** ''VideoGame/MegaManX'': X/Zero starts out the game with a painfully small health meter, that can be extended with [[HeartContainers Heart Tanks]].
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** How fighting games adjust hit point values across the cast can also vary: the most simple approach is to make the number the same for every character. However, games like ''VideoGame/StreetFighter'' can give each character unique health values and others offer a more in-depth system: characters in ''VideoGame/GuiltyGear'' for example nominally share the same total HP number but can combine unique base defense modifiers and Guts ratings (a value which determines the magnitude of an additional defense buff which grows as the character's lifebar lowers) which effectively make them more or less durable both from round start and situationally (eg. a GlassCannon like Chipp Zanuff can have a higher Guts rating than the more broadly durable MightyGlacier Potemkin to give him a fighting chance at low health).
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* ''TabletopGame/{{FUDGE}}'', a tabletop game/ game toolkit has a default mechanic called a wound track, which keeps track of individual wounds, albeit with a roll-over for wounds to go up a level in severity. The non-linear wounding system, presented in the 10th anniversary edition also keeps track of individual wounds, where there is no rollover, and is intended for grittier games. The only time hit points are even mentioned is when dealing with vehicles.

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* ''TabletopGame/{{FUDGE}}'', ''UsefulNotes/{{FUDGE}}'', a tabletop game/ game toolkit has a default mechanic called a wound track, which keeps track of individual wounds, albeit with a roll-over for wounds to go up a level in severity. The non-linear wounding system, presented in the 10th anniversary edition also keeps track of individual wounds, where there is no rollover, and is intended for grittier games. The only time hit points are even mentioned is when dealing with vehicles.
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* In ''VideoGame/McDonaldsTreasureLandAdventure'', Ronald's health is measured by the red magical jewels he's carrying and loses one or more depending on the enemy or the difficulty level. He can carry up to seven, and loses a life if he loses them all. The games' handheld spinoff ''Ronald in Magical Land'' gives Ronald a simple [[HeartsAreHealth heart meter]] instead.

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* In ''VideoGame/McDonaldsTreasureLandAdventure'', Ronald's health is measured by the red magical jewels he's carrying and loses one or more depending on the enemy or the difficulty level. He can carry up to seven, and loses a life if he loses them all. The games' handheld spinoff ''Ronald in the Magical Land'' World'' gives Ronald a simple [[HeartsAreHealth heart meter]] instead.
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** ''VideoGame/SegaSonicTheHedgehog'' is the first and so far only game in the series to use a true LifeMeter for the characters. Rings restore the meter.
** ''VideoGame/TailsAdventure'' is one of the first games in the franchise to use Rings as a health bar. Tails carries a limited amount of rings on him, and dies when he loses all of his rings. Chaos Emeralds function as a HeartContainer, increasing the max amount of rings Tails can have.
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* In ''VideoGame/McDonaldsTreasureLandAdventure'', Ronald's health is measured by the red magical jewels he's carrying and loses one or more depending on the enemy or the difficulty level. He can carry up to seven, and loses a life if he loses them all.

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* In ''VideoGame/McDonaldsTreasureLandAdventure'', Ronald's health is measured by the red magical jewels he's carrying and loses one or more depending on the enemy or the difficulty level. He can carry up to seven, and loses a life if he loses them all. The games' handheld spinoff ''Ronald in Magical Land'' gives Ronald a simple [[HeartsAreHealth heart meter]] instead.
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* ''VideoGame/ApeEscape'': From Ape Escape 1-3, the players' health is measured by shortbread cookies, that can be replenished by gathering cookies. ''2'' and ''3'' alter this so that the cookies break a little at minor damage instead of losing it completely when getting hit.

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* ''VideoGame/ApeEscape'': From Ape Escape 1-3, the The players' health is measured by shortbread cookies, that can be replenished by gathering cookies. ''2'' and ''3'' alter this so that the cookies break a little at minor damage instead of losing it completely when getting hit.
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* The ''VideoGame/BanjoKazooie'' games has "Honeycomb energy" to represent the player's health, that can be restored by grabbing Hexagon-shaped Honeycombs, usually by whacking enemies or breaking beehives.


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* ''VideoGame/ApeEscape'': From Ape Escape 1-3, the players' health is measured by shortbread cookies, that can be replenished by gathering cookies. ''2'' and ''3'' alter this so that the cookies break a little at minor damage instead of losing it completely when getting hit.

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[[folder:Survival Horror]]





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\n[[folder: Survival Horror]]

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* ''VideoGame/WarioLand'' is all over the place with this in the series. The [[VideoGame/WarioLandSuperMarioLand3 first]] [[VideoGame/VirtualBoyWarioLand two]] games follow ''Franchise/SuperMarioBros'' elements, with Wario shrinking when he gets hit and reliance on power ups. ''VideoGame/WarioLandII'' and ''VideoGame/WarioLand3'' however make Wario completely invincible, with finally ''VideoGame/WarioLand4'' and ''VideoGame/WarioLandShakeIt'' giving him a [[HeartsAreHealth heart meter]].



[[folder:Survival Horror]]



[[folder:Survival Horror]]

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[[folder:Survival Horror]]
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* In ''VideoGame/GhostsNGoblins'' and its sequels, the player character Arthur's [[BodyArmorAsHitPoints body armor]] is the players' only means of protection. Taking damage results in losing his armor and being stripped down to his undies, where another hit kills him.

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* In ''VideoGame/GhostsNGoblins'' and its sequels, the player character Arthur's [[BodyArmorAsHitPoints body armor]] is the players' only means of protection. Taking damage results in losing his armor and being stripped down to his undies, where another hit kills him. Later games, like ''Resurrection'' alter this so that Arthur only loses pieces of his armor when he gets hit instead of losing the armor completely.
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Updating Link


* ''TabletopGame/HeroSystem'' uses the two-value variation--there is "body" and "stun"; stun recovers fast and body recovers slowly and represents real damage. Body points also don't scale to ridiculous values as your character "gains levels"; they're supposed to represent actual physical toughness, period, not the abstract "magical protections and evasive skill that slowly get eroded away" that D&D hit points represent. A more powerful version of Franchise/SpiderMan, for example, wouldn't have more Body points, he'd instead be better at avoiding damage in the first place. Similarly, a more powerful version of [[ComicBook/IncredibleHulk the Hulk]] might only have a couple more Body points than a weak version of the Hulk, the difference instead being how high his Physical Defense and Energy Defense were (a character's defenses are subtracted from all incoming Stun and Body damage before it has a chance to affect them).

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* ''TabletopGame/HeroSystem'' uses the two-value variation--there is "body" and "stun"; stun recovers fast and body recovers slowly and represents real damage. Body points also don't scale to ridiculous values as your character "gains levels"; they're supposed to represent actual physical toughness, period, not the abstract "magical protections and evasive skill that slowly get eroded away" that D&D hit points represent. A more powerful version of Franchise/SpiderMan, for example, wouldn't have more Body points, he'd instead be better at avoiding damage in the first place. Similarly, a more powerful version of [[ComicBook/IncredibleHulk the [[ComicBook/TheIncredibleHulk Hulk]] might only have a couple more Body points than a weak version of the Hulk, the difference instead being how high his Physical Defense and Energy Defense were (a character's defenses are subtracted from all incoming Stun and Body damage before it has a chance to affect them).
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* ''VideoGame/HomeImprovementPowerToolPursuit'' has a similar life system to ''Sonic'': Tim doesn't have a life meter, instead he loses his collected nuts and bolts he's carrying when he gets hit.
* In ''VideoGame/McDonaldsTreasureLandAdventure'', Ronald's health is measured by the red magical jewels he's carrying and loses one or more depending on the enemy or the difficulty level. He can carry up to seven, and loses a life if he loses them all.
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They're often displayed in a LifeMeter, which is a subtrope. There;s also VagueHitPoints for when a game has these, but the player doesn't know how many they, or the enemy, has.

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They're often displayed in a LifeMeter, which is a subtrope. There;s There's also VagueHitPoints for when a game has these, but the player doesn't know how many they, or the enemy, has.
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* In the computer game ''VideoGame/{{dnd}}'', your hit points are determined randomly by your class and your "Hits" stat that is randomly generated at the beginning of the game. Your hit points increase only with certain magical treasures you find in the dungeon or when you level up outside the dungeon.
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They're often displayed in a LifeMeter, which is a subtrope.

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They're often displayed in a LifeMeter, which is a subtrope.
subtrope. There;s also VagueHitPoints for when a game has these, but the player doesn't know how many they, or the enemy, has.

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Crosswicking.


** In [[Videogame/RatchetAndClank2002 the first game]] Ratchet had 4 nanotech points, and could find a vendor machine allowing him to buy 1 and 3 more points, up to 8 of total. Any wound in the game costs exactly one HP, minus things that instantly kill Ratchet.
** The [[Videogame/RatchetAndClankGoingCommando next game]] overhauled the system substantially. Ratchet now gains supplementary nanotech by gaining experience up to a certain maximum, but last 8 of them must be obtained through the upgrades hidden in levels, some of which are fiendishly hard to get. Also, the damage this time scales up and can be reduced by armor. The next games kept this system but ditched the collectible upgrades.

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** In [[Videogame/RatchetAndClank2002 [[VideoGame/RatchetAndClank2002 the first game]] Ratchet had 4 nanotech points, and could find a vendor machine allowing him to buy 1 and 3 more points, up to 8 of total. Any wound in the game costs exactly one HP, minus things that instantly kill Ratchet.
** The [[Videogame/RatchetAndClankGoingCommando [[VideoGame/RatchetAndClankGoingCommando next game]] overhauled the system substantially. Ratchet now gains supplementary nanotech by gaining experience up to a certain maximum, but last 8 of them must be obtained through the upgrades hidden in levels, some of which are fiendishly hard to get. Also, the damage this time scales up and can be reduced by armor. The next games kept this system but ditched the collectible upgrades.



[[folder: Survival Horror]]

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[[folder: Survival [[folder:Survival Horror]]


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* ''VideoGame/TrickAndTreat'': They are shown in the party section of the main menu, and Amelia loses some if she gets hit by some of the traps. They're different for each playable character:
** Amelia starts with 300HP, boosted up to 350 if the question at the start of the game is answered correctly.
** Charlotte has 390HP at all times.
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* ''VideoGame/EternalSenia'': Current value is always near the LifeMeter:
** ''VideoGame/EternalSenia1'': Meter is in the upper left.
** ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': Meter is in the bottom left.
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* ''VideoGame/FreshMintyAdventure'': Using HeartSymbol-type HeartsAreHealth, and each of the hearts are one hit point.
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* ''VideoGame/{{Parameters}}'': Displayed in the LifeMeter in a fractional method: [Current Life] / [Maximum Possible Life]
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[[CallAHitPointASmeerp They're not always called "Hit Points,"]] sometimes they are called "Health Points," or are collectively referred to as "Health Power." If they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's SubSystemDamage. Sometimes entities have MultipleLifeBars, layered in combinations like RegeneratingShieldStaticHealth or for different types of attacks.

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[[CallAHitPointASmeerp They're not always called "Hit Points,"]] sometimes they are called "Health Points," or are collectively referred to as "Health Power." For spaceships and other vessels, they are often "Hull Points". If they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's SubSystemDamage. Sometimes entities have MultipleLifeBars, layered in combinations like RegeneratingShieldStaticHealth or for different types of attacks.
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* ''VideoGame/TalesOfSymphonia'': Seen in battle as the current value, and in the party menu, as a [Current] / [Max].
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Crosswicking.

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* ''VideoGame/TheOther'' series, of ''VideoGame/TheOtherAirisAdventure'' and ''VideoGame/TheOtherRosiesRoadOfLove'', as part of the RPG system, the party members have HP, displayed in the battle screen and the party menu.
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Crosswicking.

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* ''VideoGame/{{Flow}}'': Attacking is by literally attacking the round representations of these in enemies' {{Life Meter}}s, a.k.a literally parts of their body.
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* ''VideoGame/ArenaXlsm'': Fractional representation and called "Health".
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* ''VideoGame/QuantumProtocol'':
** The operator's max health equal to the number of cards in their deck. If an enemy attacks an undefended column, the operator will take damage, making it important to defend columns.
** All cards have their own health stat, even cards that one would normally think as as effect-only cards. This means it's possible to have effect-only cards act as meatshields after their effect is used up.

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