->''"It's like you touch the top of the building, you die, you touch the ceiling, you die, you touch the floor, you die, too far to the right, you die, too far to the left, you die, you die, you die, you die, die, die, die, die, die, die, die, die, die, die, die, '''die'''!!"''
-->--''TheAngryVideoGameNerd'' on ''The Silver Surfer'' for the NES
Games in which the protagonist has no HitPoints stat, and the character dies from a single incident of damage. [[ContractualBossImmunity Bosses, of course, are exempt.]]
More common in older games, and part of what makes a game NintendoHard. Common variations may give a shield or form of protection which, not suprisingly, disappears in one hit. Modern tactical shooters also use this feature as well.
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!!Examples:
* ''SuperMarioBros'' and its PlatformGame offshoots are probably the most famous example of this. The various power-ups would generally allow you to take an extra hit, at the cost of losing the power-up.
** Of course, ''Super Mario Bros. 2'', the USA game, has heart points, but this is only loosely a Mario game; it is a [[DolledUpInstallment modified version]] of a game that in Japan was called ''Doki-Doki Panic.''
** ''Super Mario Galaxy'' does this in its daredevil runs, where Mario's LifeMeter has only one hit point. This is usually reserved for a repeat of a completed boss battle.
** While not a Mario offshoot, ''CommanderKeen'' was designed with Mario in mind, and the title character is just as vulnerable. Ditto ''DangerousDave'', another early John Romero game.
** MarioAndLuigiBowsersInsideStory, while not showing one health does this when the GlassCannon type Daredevil Boots are equipped as an item. Double attack. But one hit kills you outright.
* In {{Ultima}} Underworld II, Krilner the Coward is a character who only has 1 hit point. You can confirm this by casting a certain spell on him to read his statistics.
* As quoted above, ''Silver Surfer'', exacerbated by the fact that [[DeadlyWalls touching walls will kill you]]. Made even more annoying by the fact that one of the Silver Surfer's superpowers is being NighInvulnerable!
* The ''{{Pokemon}}'' Shedinja is a unique example of this in a game that doesn't usually use it. While lifebars do exist in-game, Shedinja only ever has a single hit point, making its own life bar rather pointless. It's kept from being a JokeCharacter by its ability, "Wonder Guard", which protects it from all damage that isn't Super Effective. Nonetheless, the first attack that damages it defeats it outright. (See TheLawOfDiminishingDefensiveEffort.) It's also completely vulnerable to damage from things like StandardStatusEffects, recoil, spikes...really anything but regular damage. Still, it gives Shedinja the odd honor of being not so useful in the standard metagame (due to the popularity of entry hazard Stealth Rock), yet fairly useful in the Ubers metagame where few things even carry anything to kill it.
** Plus, any poweful pokemon with a Focus Sash or Focus Band can survive a would-be fatal hit with exactly 1 HP. With enough luck, a powerful enough pokemon can sweep through an entire enemy's team with just 1 HP, as this troper can attest.
*** Some tactics turn a 1 HP pokemon into killing machines. Like [[http://www.youtube.com/watch?v=ye7b3bOQ6lY Magikarp]], or a level 1 [[http://www.youtube.com/watch?v=qPdwIpvsv-8 Rattata]]. Note that no opponent worth his salt will fall for it, but it's still funny to see level 1 Rattata banned from tournaments.
* The ''{{Contra}}'' series faithfully used this trope for most games; when ''Contra: Hard Corps'' did have a life bar, [[DifficultyByRegion the US version dropped it]], making the already difficult game even harder.
* Every single classic 1980's arcade game, from ''Asteroids'' to ''Zaxxon'', was like this. Back then, the whole idea of gradually taking damage didn't even exist in video games. It's probably easier to list the exceptions:
** ''1943: The Battle of Midway'' (and in the 90's, the sequels ''1941: Counter Attack'' and ''1944: The Loop Master''.) But ''do'' note that these games give you just ''one'' life - lose it and it's game over.
*** The recently-released ''1942 Joint Strike'' gives you a life meter ''and'' multiple lives.
** ''Gauntlet'' was the first arcade game to have a LifeMeter system (though your health was displayed numerically, rather than as a bar). Later, ''Rampage'' had a LifeMeter as well.
** In ''Crazy Climber'', a falling object doesn't kill you if both hands have a secure grip. (It dislodges one hand.)
** Some games allowed you to take two (or more) hits before dying. Usually, the first hit destroys your shields/armor/whatever, and the second kills you. Arcade games of this type include ''Ghosts n Goblins'', ''Blaster'', the ''StarWars'' and ''StarTrek'' arcade games, and ''Black Tiger''.
** Variant: Some classic arcade games let you command multiple ships at once, or [[CombiningMecha join ships into a more powerful ship]]. Each ship was a OneHitPointWonder, but losing one ship didn't end your turn if you had another. The most famous is ''Galaga'', but ''Space Duel'', ''Moon Cresta'', ''Eagle'', ''Tac Scan'', and several ''Galaga'' sequels also worked this way.
** Variant: The obscure Namco game ''Rolling Thunder'' does have a life bar with eight segments, but it's nothing more than a cruel joke - 95% of the time, one hit kills you. Only by touching the weakest of the {{Mooks}} is it not instant death - in that case, it takes off a paltry ''four'' segments.
*** The NES version replaced the eight bar life gauge with a more honest two bar gauge, as did ''Rolling Thunder 2'', while the Genesis-exclusive ''Rolling Thunder 3'' actually allows you to take three hits on the regular difficulty.
* ''Bushido Blade'' is that rare FightingGame where both you and your opponent are a OneHitPointWonder... at least in theory. In practice, only a couple of moves had this quality, and it usually took a few hits before the lethal blow.
* Most games in the ''Rainbow Six'' series use a variation. It only takes one solid hit to incapacitate a character--and, in the single-player campaigns for your team, possibly ''kill'' them, permanently removing them from the game. Less solid shots, such as to extremities, take ''two'' hits instead, and hamper the target on the first hit.
* ''OperationFlashpoint'' also plays this one in a similar way; as a result, there's not even a health bar.
** However, not every hit is always fatal: depending on where the player is hit, it may make him unable to stand up and run normally (if hit on the legs) or render the aimpoint extremely wobbly (if the arms are no longer healthy).
** The game handled this in an interesting way. A hit on a certain part of the body would have a percentage chance to kill and a percentage chance to injure. For example, a headshot had 99% chance to both kill and injure, whereas limbs had 30% chance to kill and 85% chance to injure. This means that while any shot can kill, and most shots will injure, it is theoretically possible to survive a huge amount of gunfire (although highly unlikely). Large explosive weapons, like tank shells, which hit every body part with splash, would almost certainly kill.
* A {{Stripperiffic}} bonus outfit in [=PN03=] has this property, for expert play.
* The "Heaven or Hell" difficulty in ''DevilMayCry 3'' grants this quality to every single character - Dante and all of his enemies. Yes, even the bosses. What makes it tricky is that Dante can die from taking damage off environmental obstacles, which of course do nothing to enemies. And then there are some enemies which need to be struck at a weak point, whereas Dante has no such advantage.
** "Hell or Hell" mode in the fourth game plays this the traditional way.
* Most early {{Bomberman}} games made the titular hero a OneHitPointWonder. He can survive one hit if he has the "Heart" power-up, which acts as a shield. ''Bomberman Generation'' was the first game in the series to give him a LifeMeter, which allowed him to withstand more of his own hits before dying.
** ''Bomberman Hero'', ''Bomberman 64: The Second Attack'', and ''Bomberman Quest'' all had Life Meters before ''Bomberman Generation''.
* A late mission in ''ZoneOfTheEnders'' sees Jehuty's [=AI=] Ada infected with a virus. While in this condition, any kind of damage will instantly destroy Jehuty, forcing the player to resort to sniping enemies from afar or risk a game over.
* The Eric Chahi game [[AnotherWorldTheGame ''Another World'']](known as ''Out Of This World'' in US) [[NintendoHard worked this way]]. Some combat elements, such as the blaster pistol capable of creating blaster shields, made it rather complicated to get through certain firefights, almost qualifying it as a PuzzleGame. The unsuspecting player is in for a surprise if he tries to run past the worms crawling on the ground in the first area.
* ''IWannaBeTheGuy'', a freeware game made from various NES and SNES sprites, takes this as far as possible. Almost everything that touches the player character causes him to explode [[LudicrousGibs in a shower of red pixels]], except the [[{{Castlevania}} medusa heads]] and [[SuperMarioBros Cheep Cheeps]] which knock him around. Being hit by a flying [[strike:apple]] giant cherry or AGlassOfChianti is just as deadly as crashing into one of the innumerable SpikesOfDoom.
** In the FanSequel ''I Wanna Be The Fangame'', the Kid is brought into a ''{{Pokemon}}'' battle screen, and his LifeMeter starts at 1/1.
* Speaking of ''Castlevania'', ''Haunted Castle'' version M on default settings comes close; two hits from a skeleton's bone throwing attack will kill you.
** There is also a way of becoming a OneHitPointWonder in ''Castlevania'': Circle of the Moon - use the Black Dog and Pluto DSS cards together and you turn into a skeleton. However, while in this mode, one attack will kill you.
* ''FinalFantasyVI'' actually plays this trope the other way around at one point. About halfway through the game, you will be controlling one character on a small island. The random battles consist of monsters that have a single hit point each. On top of that, they start the battle with a [[StandardStatusEffects HP Sap effect]], meaning they often die before anyone gets a turn. They're almost completely useless for anything but decursing an item that requires you fight 255 battles with it equipped, but you can steal Elixirs from them if you're fast enough.
** They do have one extremely useful benefit; if Gau ever ran into them in the Veldt (where almost every enemy in the game would reappear), he could imitate them. If Strago was in the party when Gau did so, he could learn a couple GameBreaker spells (like Mighty Guard, which made boss battles a complete joke).
** However, it's also possible to be afflicted with Zombie status on that same island. Since Zombie makes your character uncontrollable, and you'll only have ''that one character'' at the time, you're potentially a OneHitPointWonder until you get off the island. Or until you equip a Ribbon.
* The NES version of ''Dragon's Lair'' features a unique(ly stupid) variation, in which the player actually has a life bar, but most hazards in the game kill him instantly, such as touching a stationary, ordinary door.
* After ''MegaManX 5'' the X series started getting so full of instant-death hazards that X's life bar was an anachronism. Apparently the clueless hacks that took over from Keiji Inafune enjoyed TrialAndErrorGameplay.
* In the ''Delta Force'' games, you can only take one, maybe two shots if you have armor. However, the enemies also can't take more than 1 high-powered shot, even to limbs (which is more realistic than other games, if you think about it), and they tend to be uninteligent, relatively stationary, and terrible shots.
* The [[ShootEmUps shmup]] [[RPGElements RPG]] ''SigmaStarSaga'' is an odd example. Your ''character'' has a lifemeter, but the animation for getting hit shows his ship exploding and a new one flying in from offscreen, like in most shmups.
** Averted with the onset of a ''two'' hit wonder: a boxy-carrier. One hit causes it to crack open and fall apart, revealing a small and nimble warship.
** It is justified/handwaved by the plot: The Alien Empire for which the hero works has enough resources to build countless [[WeHaveReserves living ships]] but is lacking decent ''pilots'', so the pilots are teleported from ship to ship and can [[LifeMeter sustain]] the teleportations.
* The old Sega Genesis/Megadrive game ''{{Ristar}}'' featured this. The highest ([[SelfImposedChallenge secret]]) difficulty level not only turned the titular character into a 1HP Wonder, but also a One-''Life'' Wonder; one touch is literal instant death, and all health and 1ups are converted to gems. However, as compensation, the game gives unlimited continues in this mode, meaning death only sends one back to the start of the level.
* In the freeware PC game ''LaMulana'', if you equip the ''F1 Spirit 3D'' and ''{{Contra}}'' [=ROMs=] (in that specific order), you will die after taking one hit; this is in stark contrast to the latter half of the game, where you have (should have) so much health, the EXP-doubling Scripture, and damage-reducing Body Armor that dying becomes completely irrelevant, except against a boss.
* ''Ice Climber'' had many strange creatures and things kill you in one hit, such as the Topis, falling icicles, and a polar bear with pink shorts and sunglasses! No, really!
* The very first ''GrandTheftAuto'' game had anything that was harmful kill you in one hit. Body Armor let you survive up to 3 bullets though.
* Similar to the Devil May Cry example above, ''Winback'' featured an unlockable "Sudden Death Mode" wherein a single bullet was all it took to send you or any enemy to an early grave. Amusingly, this led to encounters with simple guards becoming white-knuckle standoffs, while most boss characters wound up on the floor before they even finished taunting you.
* On the last level in ''CombatSchool'', you have a life bar, but everything in the level (being shot, touching an enemy, touching something on fire, etc.) kills you instantly. Except the final boss, whose hits aren't fatal -- so ''that's'' what the life bar is for...
* The titular ninja in ''[[http://www.thewayoftheninja.org/ N: The Way of the Ninja]]'' is about as flimsy as wet cardboard - there's an X-Box Live achievement which requires you die 2,000 times in the single-player mode. It's easier than it sounds.
* [[PerfectRunFinalBoss One More Extra Stages]] in ''DanceDanceRevolution'' force you to play with the "Sudden Death" modifier; if you get one Good, Bad, Miss, or NG, you instantly fail the song. The same applies to ''Dance [=ManiaX=]'' 's Extra Stages. DDR's Oni/Challenge mode is like this as well, but you get three chances to screw up, and you get a chance back after clearing certain songs.
** Normal Extra Stages in ''DanceDanceRevolution X'' could be anywhere from this to a four-hit-point-wonder. oh, and let's not forget you have to pick a specific song as your "final stage" and get a specific grade on it on a specific difficulty to get one. Considering some of the songs are loaded with FakeDifficulty (Pluto on the CS version being a major offender - stops are less predictable than CHAOS from DDR [=SuperNova=]), you're kinda screwed.
** ''PopNMusic''[='=]s Cho-Challenge mode has the DEATH norma, which when activated will cause a miss to wipe out your life meter. However, this doesn't end the stage; you just have to rebuild your life meter all the way back up. For extra [[SarcasmMode fun]], activate the "COOL or BAD!" norma, which removes all timing judgments except for COOL and BAD, so if you're outside the timing window for a COOL...
* The titular {{Butt Monkey}}s in ''[[{{Disgaea}} Prinny: Can I Really Be A Hero?]]'' have only one hit point. But you'll have a [[WeHaveReserves lot of them.]]
** That's only if you played it on Hard Mode. Easy Mode allows you four hit points. Doesn't make the game any easier.
* In ''{{Castlevania}}: Order of Ecclesia'', there is an accessory known as Death Ring. It boosts your stats up by [[FourIsDeath 44]] each, but one hit kills you instantly with it equipped, regardless of your health. It's useful for acquiring [[CosmeticAward the various boss fight medals]], since you have to win without taking damage to get them anyway.
* Original edition of Knights of the Sky, WWI-style air combat sim from 1992, had 1 HP planes (including yours, of course). To be honest, their real counterparts were not much more durable either.
* Three of Apogee Software's early CGA games: ''ArcticAdventure'', ''PharoahsTomb'', and ''MonumentsOfMars''. One hit from anything would mean losing a life
** Not to mention that to run the game faster, enemies are circumscribed by their hitboxes to simplify collision detection, so you had to compensate for invisible death-squares around every bad guy. The game even calls this "F.A.S.T. technology" and brags about it in the instructions.
* ''{{Minesweeper}}''. No, really. Uncover just one mine and the game's over. NoDamageRun is a necessity here.
* ''BubbleBobble'' series. Even [[EverythingTryingToKillYou wind-up-toys can kill you]]. Keep in mind that ''Rainbow Islands'' and ''Parasol Stars'' ditch the bubble dragons for human protagonists. ''Who also die when they touch anything.'' This carries on when the bubble dragons return for ''Symphony'' and ''Memories'', both made in 1994-95. And in ''Symphony'', [[spoiler:when [[AndYourRewardIsClothes the characters turn back into humans, they can still die easily.]]]] Does the InvoluntaryShapeshifting curse from the first game [[WeaksauceWeakness change people's body structures forever]] even if [[PinocchioSyndrome they return human]]?
** [[WhatIf If this curse exists, we'd be dead by now.]]
** Subverted in NES and Game Boy game Bubble Bobble '''''[[NonLinearSequel Part]]''''' [[NonLinearSequel 2]] and DS game ''Revolution'': You start with [[HitPoints hearts]]. But in Part 2 (NES version) you'll have only one heart on you, and you'll have to catch hearts yourself.
** To access any secrets, [[spoiler:[[NoDamageRun No Damage Runs]] (and thus, No Death Runs) are a necessity too.]]
* Another HarderThanHard mode example- ''RocketKnightAdventures''' hardest difficulty setting starts you off with one life, no continues, and everything kills you in one hit. Take any damage at all, and it's an instant game over.
*Bullet hell games, such as ''{{Ikaruga}}'' or ''{{Touhou}}'' will kill the player if a single bullet touches the hitbox. It helps that the hitbox is significantly smaller than the sprite. Kind of. Well at least you can bomb just as you get hit to save yourself.
* Similarly to Super Mario, ''SonicTheHedgehog'' is a OneHitPointWonder, except when he has at least one ring on him, or a barrier.
* ''ShiningForce'' has this in the form of [[JokeCharacter Jogurt]], who has exactly one point in ''every single statistic''. Though his hit points can be raised through items.
** Jogurt was largely a SelfImposedChallenge, though successfully defeating an enemy with him awards you with the Jogurt ring, which doesn't do anything but change the sprite of another character into Jogurt.
* Gaiares, at least until you get a shield, then your a 6-or-so-hit-point-wonder. unless you die on the final stage, which has no such shield item, which is one of the reasons why that stage (which is ONLY a boss fight) is [[{{ThatOneBoss/ShootEmUp}} That One Boss]]. Oddly enough, your TOZ can block some bullets.
* All the ''{{Glider}}'' games. The sole exception was if you had aluminum foil in ''Glider PRO'', which did protect you to some extent.
* In ''{{Gradius}}'', if you don't have a force field, the only things your plane can touch without blowing up are power-ups.
* Bubsy, though not in the sequel. [[TheManyDeathsOfYou At least every death gives you a different death animation]].
* Genzo from ''Daiku no Gensan'' in the original arcade game and ''Hammerin' Hero''. In most of the other games, he does, in fact, have a health bar of some sort... but in those games, he's down in one hit unless he has a hard hat to absorb it.
* ''MetalSlug'' characters die in one hit from bullets, melee weapons, or getting run over by a tank. Unless you pick one particular character in ''Metal Slug 6.''
* If HarderThanHard mode examples count, player aircraft in the ''AceCombat'' go down with just one missile hit when played on the highest difficulties. Enemy aircraft, on the other hand, remain just as durable as on normal difficulty.
* The infamously NintendoHard Flash game ''Owata'' (aka ''[[ExactlyWhatItSaysOnTheTin The Life-Ending Adventure]]'') features a 1HPW with a PunnyName ("Owata" sounds like "Owatta", which basically means "it's over"). You will not be able to get to the end without TrialAndErrorGameplay and/or a guide.
*The very Embodiement of this trope: ''[[http://www.youtube.com/watch?v=dKwA066rNn0&fmt=18 Transformers]]''
*''AdventureIsland'' does this. Even though you have what looks like a LifeMeter, it's actually the timer. One hit kills you. Averted in ''AdventureIsland: [[WiiWare the Beginning]]'', in which taking hits knocks time off the meter.
* LittleBigPlanet has Sackboy, who basically explodes if he comes in contact with any of the various hazards in the game. The exception is fire, which he can bounce on once before being burnt to a crisp.
* GoldenEye had this as an optional game mode in multiplayer, aptly named "License to Kill".
** Not to mention that it has Scaramanga's gun (you know, The Man With The Golden Gun), which is a weapon that basically turns the entire world into One Hit Point Wonders, because it instantly kills anything it hits. If you know your Bond, you'll know this is because Scaramanga was such a good shot, he never needed to shoot anyone twice. In the game, even shooting someone in the foot with it will instantly kill them with normal hp.
* In the DROD series, you and everybody else has one hit point, with the exception of very large enemies that shrink when you hit them (serpents and the rock giant). In addition some enemies can't be killed with any of your own weapons. Added to this that it is a turn based tactical game with tiny turns, to the point of being a puzzle game, and it was designed by a bunch of total sadists, the series is one of the hardest around. DROD RPG subverts this, which only serves to make things even more difficult.
* In ''SystemShock 2'', if you play on Impossible difficulty as an OSA operative, you start with 10HP... which is coincidentally the exact amount of damage done by the very first enemy you encounter, a pathetically weak (on any other difficulty) pipe-wielding parasite zombie. While there are enemies that deal less damage, the fact that you're a one-hit-kill at the very ''start'' of the game means that the Impossible OSA path definitely qualifies for this trope.
* ''Jumper 2'' takes this trope, uses it, loves it, becomes one with it. It also does the same with EverythingTryingToKillYou and becomes many times harder because of the most evil game mechanic known to man -- the golden arrows, which allow you to make more than one DoubleJump in midair. This leads to aerial "jump mazes", usually completely surrounded by hazards, requiring pixel-precise jumps to pass it. Yes, it's [[NintendoHard as hard as it sounds]] and, yes, this is part of the fun.
* ''{{Iji}}'' has the Sudden Death sectors, which are ExactlyWhatItSaysOnTheTin. Oh, and you have to complete them to unlock one of the game's secrets.
** You can still survive being shot with machinegun fire and hyper pulse. The good news is that enemies has the same health as you, even bosses.
* Your units in {{X-COM}} actually have life bars but, until they are experienced and get armor (and it takes a while), for practical purposes they might as well be one of these.
* This was a standby of {{Sierra}}'s old adventure games, such as KingsQuest and SpaceQuest.
* In {{Ratchet and Clank}}: Up Your Arsenal, while you had hit points in the rest of the game, one of the deathmatch types at Annihilation Nation, appropriately named "One Hit Wonder", forces you to kill waves of enemies without taking a single hit.
* In the first two ''{{Oddworld}}'' games, anything could be killed by anything else with one hit. Unless they're being slapped. That takes more hits.
* In AnUntitledStory, completing the game on [[IdiosyncraticDifficultyLevels Masterful]] difficulty unlocks [[HarderThanHard Insanity]] Difficulty. Technically, you start with 100 HP and can get over 1000 if you collect all of the hearts, but everything deals so much damage that you die in one hit whether it be the FinalBoss or a simple snail.
* [[{{Terminator}} T2]] The Arcade Game has the level after Cyberdyne in which if the T-1000's police helicopter rams into the protagonists' SWAT van '''''even once''''', the player has to start the level over. Definitely worse than [[ThatOneLevel That Truck Level]].
** Course, the helicopter was itself something of a one-hit wonder, as far as deflecting the attack went. Whereas that damn truck...you knew where it was, but good god, it was hard to stop.
* How could we forget the most famous of them all, Jumpman (later renamed Mario), from the DK arcade game. Not only will he die from touching one of the various hazards (barrels, spring-things, fire, pies), he'll also die if he falls several feet.
** DonkeyKongJunior doesn't fare much better.
** Jumpman, a game for the Commodore 64 not related to Mario, is like this as well. Getting hit, jumping or walking off a ledge, climbing into solid wall, and a few other things are instant kill. Just don't set run speed to 01.
* An interesting example is the game My Hero for the arcade and Sega Master System. While during the level the titular hero as well as the [[{{Mook}} mooks]] can be killed in one hit, the boss battles feature life meters for both the hero and the boss.
* The freeware game ''MondoAgency'' is a rare modern 3D example.
* Alex Kidd, Sega's first mascot. One hit from something and he turns into a ghost, floating to the top of the screen waving his arms with a humorous "mwoop mwoop mwoop" sound. The {{Narm}} almost stops you from being pissed off at being killed from one hit by making you laugh.
* ''Dizzy'' in the first three games of the series. (In the second game, ''Treasure Island Dizzy'', you only had one life, too. The fourth game, ''Magicland Dizzy'', added a LifeMeter, but some of the hazards - in most games including [[SuperDrowningSkills water]] - remained instantly fatal.)
Rare Non Video Game Examples:
* ''BatmanTheMovie'': The "Guinea Pigs", re-hydrated with heavy water are highly unstable and easily dispatched and vaporize with one blow.
* DungeonsAndDragons 4th editions has Minions, which are as powerful as any creature of theur level, except they have just one hit point.
**Actually, in some cases, they're more powerful. They generally do a fixed amount of damage that's higher than the average for their creature type. They might also have slightly better defense ratings, just so that they stick around a bit longer. Not that 4E is terribly balanced in some cases (PCs vs. Monsters) in the way that Wizards said it would be: it's easier to hit things at level 1 than at level 30 ''even after equipment.'' PC "to hit" goes up about 0.7 a level (+1 every 2 levels and a +1 more every 5ish, IIRC) while monster defense ratings go up by 1 every level without fail. Of course, monster damage goes up faster than PC damage. Hit points go up faster too, and they get better special abilities (heck, their abilities recharge in the middle of fights!)
* ''FengShui'''s {{mooks}} can be taken out with one hit provided it gets an Outcome of 5 or more.
* In paintball, being splattered by any form of paint means you are dead, even if it's from a pellet that richochets across a few barriers. Catching a paintball without it breaking is perfectly fine.
*In chess, Queens can move as many spaces as you want in any direction, but can still be taken out by a Pawn if you're not careful where you put her. Every piece is also like this. Remember all those anoying pawns that clutter up the path of your bishops and rocks? ''They are the key to the game.''
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