[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/N-screenshot_4941.gif]]
[[caption-width-right:300:Ninjas, gold, and homing missiles -- NintendoHard at its finest.]]

->''"N, 'the way of the ninja', is a highly advanced system of spiritual, cognitive, and physical training. It emphasizes pacifism, humility, and the need to traverse a series of 5 rooms before the end of your lifetime; a feat known only as 'beating an episode.'"''
-->-- [[ExcusePlot The story]]

''N'' is a {{platformer}} made in Flash. You control a tiny ninja who has the gift of speed but unfortunately this causes him age faster, ''much'' faster, but the joy of collecting gold makes him so giddy he lives longer. The goal is to get to the exit door which you must flip some switches to open. You can collect little gold squares which add time to your lifespan. Baddies of every sort frequent the levels.

Somewhat recently, the game saw a revitalization as three separate {{Mission Pack Sequel}}s for the NintendoDS, {{PSP}}, and XboxLiveArcade all titled ''N+ ''. All of them are still just as tricky as the original.

After more than five years, ''N'' has been updated to version 2.0! Obtain it from [[http://www.thewayoftheninja.org/n.html here]].

Not to be confused with the enigmatic man from ''VideoGame/PokemonBlackAndWhite''.

This page is probably the best thing to use as your bookmark for TVTropes, as it has a OneLetterTitle.
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!!This game has examples of:
* AndYourRewardIsClothes: If you complete all the 500 levels, all you get is [[spoiler: to select a custom color for your ninja]]. [[BraggingRightsReward It's worth it anyway]].
** Actually, getting through the fifth/sixth column unlocks "[[HarderThanHard Overclock Mode]]," which speeds up everything in the game by a ridiculous degree. Some levels, in fact, may be impossible to defeat with human reflexes.
* AscendedGlitch: The later columns, especially the 80s column (which contains user-created levels), includes some levels designed to use what were originally bugs, such as 86-3 "[[AdvancingWallOfDoom Pressed for Time]]" and 88-1 "Twisted". And bug-solutions are most certainly not discouraged on the highscores list. The authors were also apologetic that certain bugs couldn't be reproduced for N+ .[[note]]In fact, the need to remain bug-compatible means that version 1.x couldn't be ported to a newer version of Flash, meaning that Mac users were stuck with the PowerPC version. The Windows version runs fine with WINE, though, and v2 uses a more recent Flash runtime.[[/note]]
* AttractMode: The original's main menu cycles through prerecorded plays, showing typical mistakes that players make during the game.
* BlackComedy: The ragdoll physics can generate lots of this. Like [[BlackComedy getting blown to giblets by a mine, then seeing your remains bounce up and down on a trampoline.]] [[UpToEleven Only for them to be shocked away by a passing robot.]]
* ButtMonkey: The demo player on the title screen is always killed by a stupid mistake.
* ConservationOfNinjitsu: Averted, despite being the only ninja the PC is fragile as a newborn. Made of glass.
** Alternatively, you could argue it is played completely straight - the PC is exactly one ninja, on a mission, and is able to get through hundreds of devious and deadly rooms and steal large amounts of gold, without so much as a scratch.
* CraniumRide: Thwumps are only electrified on one side of their square bodies. In many levels it's necessary to perch on or wall-jump off an inert side to reach your objectives.
* CrosshairAware: Watch out for the targeting reticules of the Gauss turret. Unlike other examples, the targeting reticule actually indicates the ''angle'' at which the turret will shoot - if the ninja is anywhere on a straight line with the turret and crosshairs when the turret decides to fire, the ninja will still get shot with extreme prejudice.
** The turrets know this, too; if the ninja is in such a straight line as mentioned above, the turret ''will shoot'', regardless of whether or not the ninja is actually in the crosshair.
* DeathCourse
* DeathIsASlapOnTheWrist
* DirectionallySolidPlatforms: In every single direction, no less.
* DifficultySpike: Starts with a few [[NoobCave easy, training-oriented levels]] to get you acquainted with the controls and mechanics. After that, it's [[NintendoHard game on]].
* EverythingTryingToKillYou
* HaveANiceDeath: In the DS version of N+. ''NICE ONE''
* InstantWinCondition: If the exit is open, touching it means you win the level. Even while falling at terminal velocity to splatter a fraction of a second later.
* KineticWeaponsAreJustBetter: Played with. [[SentryGun Turrets]]/[[MechaMooks Drones]] use [[MagneticWeapons Gauss Cannons]], [[MoreDakka machine guns]], [[FrickinLaserBeams lasers]]... Pretty much everything what is on stock.
* LevelEditor
* LockedDoor
* LudicrousGibs or something very like it: Oh, no, you don't just die. Depending on how much is going on the screen, you could get dismembered, bounced around repeatedly, burned, shocked, sliced in half, thrown, smashed, and blown up... all at the same time.
** Oh and if you get hit with the right conditions, you can either A)Get blown up and have your gibs pinned halfway through a wall and have it spit blood for all eternity, B)Get your BODY forcibly pinned halfway through a wall and have it spit blood for all eternity or C)Get shot THROUGH the wall and fall out of the game
** It's fun to watch.
* MalevolentArchitecture
** Also BenevolentArchitecture
* MadeOfPlasticine - The ninja will spew blood pretty much whatever hits him, and often explodes if blown up or simply crushed.
** Blowing up when crushed somewhat MakesSenseInContext, though, as the "crushing enemies" ([[IncrediblyLamePun Thwumps]]) are electrified on the side with which they try to crush the ninja.
* TheManyDeathsOfYou: As mentioned above
* [[WizardNeedsFoodBadly Ninja Needs Gold Badly]]
* NoobCave: The beginning handful of levels are very simple, barren, and devoid of traps to give the player ample time to get accustomed to the controls and game mechanics [[DifficultySpike right before]] being [[NintendoHard crushed like a grape, repeatedly]].
* NotTheFallThatKillsYou: Indeed, it's that sudden stop at the end. Memorably, you can still WallJump even when sailing at speeds fast enough to kill you -- and if you wall-jump up a chute quickly enough, you can kill yourself by hitting the ''ceiling'' too hard (complete with blood splatter).
* NintendoHard: ''Personifies'' this once you get past the [[DifficultySpike first dozen or so levels]].
** The trailer for N 2.0 takes it further with the slogan "We put the N in FUN, you'll add the [[ClusterFBomb FU]]"
* OneHitPointWonder
* OneLetterTitle
* PlatformHell: Tutorial levels excluded.
* PressXToDie: "k" is a suicide command for when you've hopelessly screwed up the screen.
** This becomes ''literal'' in the DS version of ''N+ '', as pressing the X button commits suicide. Once dead, it also becomes the "Press X to return to main menu immediately" button. So, be very careful when you press it otherwise you may lose your progress.
* RagdollPhysics
* SelectiveGravity: Gravity essentially only applies to the player character.
* SuperPersistentMissile: Shaking them off is an exercise in futility--the launchers will just launch another one.
* TimedMission: You have 90 seconds, plus 2 seconds for each gold piece you collect, to complete each group of five levels. Good luck?
* WallJump
* WhatTheHellPlayer: [[PressXToDie Pressing K to commit suicide]] causes the game to say "Harsh, guy!".
* WireFu: The jump physics simulate this, as appropriate for a ninja. You can leap great distances and apply a certain amount of acceleration/deceleration midair.
* YetAnotherStupidDeath: Even colliding with a ''wall'' too fast will result in your death. It's that kind of game.
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