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Has some overlap with DeathOfAThousandCuts and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO.
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Has some overlap with DeathOfAThousandCuts DeathOfAThousandCuts, HeroicRROD and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO.
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* In Fanfic/CoOpMode, James averts this by a hair on the very first chapter by being [[CrashIntoHello saved by Taylor]].
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* In Fanfic/CoOpMode, James averts this by a hair on the very first chapter by being [[CrashIntoHello saved by by]] [[Literature/{{Worm}} Taylor]].
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Compare ExactTimeToFailure, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back.
to:
Compare ExactTimeToFailure, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back.
back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.
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[[caption-width-right:315:Dammit, all I did was bump the building!]]
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Video game characters on average are [[SuperToughness incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage an apple falling on your head]], it will cause you to experience Critical Existence Failure and keel over like you had a [[DeathNote sudden inexplicable heart attack]].
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Video game characters on average are [[SuperToughness incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage an apple falling on your head]], it will cause you to experience Critical Existence Failure and keel over like you had a [[DeathNote [[Manga/DeathNote sudden inexplicable heart attack]].
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* Taken to extremes in ''Anime/SwordArtOnline'' during the Aincrad arc: players will remain alive so long as they don't die in the game, but after their HP reaches 0, the moment their avatar vanishes, the player will be hit with a high-powered microwave pulse to their brain, killing them instantly.
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Has some overlap with DeathOfAThousandCuts and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also TheLastStraw, when a proverbial straw breaks the camel's back. Compare ExactTimeToFailure for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead".
Contrast SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of.
If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone. Also not to be confused with AuthorExistenceFailure.
Given that this is nearly a {{Universal Trope|s}}, only aversions and notable examples go here.
Contrast SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of.
If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone. Also not to be confused with AuthorExistenceFailure.
Given that this is nearly a {{Universal Trope|s}}, only aversions and notable examples go here.
to:
Has some overlap with DeathOfAThousandCuts and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO.
CompareStrongFleshWeakSteel, and see also TheLastStraw, when a proverbial straw breaks the camel's back. Compare ExactTimeToFailure ExactTimeToFailure, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead".
dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of.
Ifof; and TheLastStraw, when a proverbial straw breaks the camel's back.
''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone. Also not to be confused withAuthorExistenceFailure.
GivenAuthorExistenceFailure.''
'''Given that this is nearly a {{Universal Trope|s}}, only aversions and notable examples gohere.
here.'''
Compare
If
''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone. Also not to be confused with
Given
'''Given that this is nearly a {{Universal Trope|s}}, only aversions and notable examples go
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Has some overlap with DeathOfAThousandCuts and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also TheLastStraw, when a proverbial straw breaks the camel's back.
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Has some overlap with DeathOfAThousandCuts and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also TheLastStraw, when a proverbial straw breaks the camel's back.
back. Compare ExactTimeToFailure for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead".
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!!Aversions, inversion, subversions and notable examples
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!!Aversions, inversion, inversions, subversions and notable examples
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[[folder: Fan Works]]
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[[/folder]
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[[folder: FanWorks]]
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[[folder: FanWorks]]Fan Works]]
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[[/folder]
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[[folder: Fanworks]]
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[[folder: Fanworks]]FanWorks]]
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[[folder: Fanworks]]
* In Fanfic/CoOpMode, James averts this by a hair on the very first chapter by being [[CrashIntoHello saved by Taylor]].
* In Fanfic/CoOpMode, James averts this by a hair on the very first chapter by being [[CrashIntoHello saved by Taylor]].
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Given that this is nearly a UniversalTrope, only aversions and notable examples go here.
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Given that this is nearly a UniversalTrope, {{Universal Trope|s}}, only aversions and notable examples go here.
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[[foldercontrol]]
[[folder: Anime & Manga]]
* Parodied in ''Manga/{{Gintama}}'' when the characters find themselves inside a JRPG. Hijikata, perfectly sound albeit having just 1 HP due to a game glitch, [[ScratchDamage slightly bumps his foot into a wooden sign]] and instantaneously drops dead, complete with a coffin.
[[/folder]]
[[folder: Anime & Manga]]
* Parodied in ''Manga/{{Gintama}}'' when the characters find themselves inside a JRPG. Hijikata, perfectly sound albeit having just 1 HP due to a game glitch, [[ScratchDamage slightly bumps his foot into a wooden sign]] and instantaneously drops dead, complete with a coffin.
[[/folder]]
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No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the slightest or most insignificant of injuries]], it can cause you to have a sudden Critical Existence Failure and [[LudicrousGibs explode in a spray of gore]].
Those subject to this seem to be held together more by their own life force than anything tangible, as the act of dying instantly makes them as durable as wet tissue paper in a blender.
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use that OneHitKill weapon).
Those subject to this seem to be held together more by their own life force than anything tangible, as the act of dying instantly makes them as durable as wet tissue paper in a blender.
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use that OneHitKill weapon).
to:
Video game characters on average are [[SuperToughness incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the slightest or most insignificant of injuries]], an apple falling on your head]], it can will cause you to have a sudden experience Critical Existence Failure and [[LudicrousGibs explode in keel over like you had a spray of gore]].
[[DeathNote sudden inexplicable heart attack]].
Those subject to this seem to be held together more by theirown life force than anything tangible, as the act of dying instantly makes them as durable as wet tissue paper in a blender.
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that wouldnot work be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}}ing, jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use that a OneHitKill weapon).
Those subject to this seem to be held together more by their
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would
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-->-- '''LetsPlay/KungFuJesus'''; ''LetsPlay GodHand'' [[http://lparchive.org/LetsPlay/GodHand/]]
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-->-- '''LetsPlay/KungFuJesus'''; ''LetsPlay GodHand'' VideoGame/GodHand'' [[http://lparchive.org/LetsPlay/GodHand/]]
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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]] Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use that OneHitKill weapon).
to:
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]] damage]]. Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use that OneHitKill weapon).
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Has some overlap with DeathOfAThousandCuts, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also TheLastStraw, when a proverbial straw breaks the camel's back.
to:
Has some overlap with DeathOfAThousandCuts, DeathOfAThousandCuts and NoKillLikeOverkill, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also TheLastStraw, when a proverbial straw breaks the camel's back.
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* CriticalExistenceFailure/{{Roleplay}}
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More fixing.
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If CriticalExistenceFailure is ''always'' a danger, regardless of the attack, the character is a OneHitPointWonder. On the other hand, if it doesn't occur immediately upon zero HitPoints, but waits for just one more hit to land, then the owner possesses a LastChanceHitPoint.
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If CriticalExistenceFailure Critical Existence Failure is ''always'' a danger, regardless of the attack, the character is a OneHitPointWonder. On the other hand, if it doesn't occur immediately upon zero HitPoints, but waits for just one more hit to land, then the owner possesses a LastChanceHitPoint.
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Fixed poor formatting.
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No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the slightest or most insignificant of injuries]], it can cause you to have a sudden CriticalExistenceFailure and [[LudicrousGibs explode in a spray of gore]].
to:
No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the slightest or most insignificant of injuries]], it can cause you to have a sudden CriticalExistenceFailure Critical Existence Failure and [[LudicrousGibs explode in a spray of gore]].
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* CriticalExistenceFailure/{{Roleplay}}
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* CriticalExistenceFailure/{{Roleplay}}
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No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the ever so slightest or insignificant of injuries]], it can cause you to have a sudden CriticalExistenceFailure and [[LudicrousGibs explode in a spray of gore]].
to:
No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the ever so slightest or most insignificant of injuries]], it can cause you to have a sudden CriticalExistenceFailure and [[LudicrousGibs explode in a spray of gore]].
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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]] Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to act as a shield for the guys behind you, or just to get close enough to use that OneHitKill weapon).
This could have a flimsy justification for armoured vehicles -- anything which doesn't penetrate its armour arguably would not adversely affect its performance (the same principle also applies to DeflectorShields). However, because of the simplified nature of damage calculations, it's entirely possible for, say, an armored vehicle to sustain an anti-tank missile to its unarmored back and still keep fighting with a few HitPoints remaining, when in RealLife it would easily [[SubsystemDamage cripple the vehicle]] and/or kill the occupants in the process.
This could have a flimsy justification for armoured vehicles -- anything which doesn't penetrate its armour arguably would not adversely affect its performance (the same principle also applies to DeflectorShields). However, because of the simplified nature of damage calculations, it's entirely possible for, say, an armored vehicle to sustain an anti-tank missile to its unarmored back and still keep fighting with a few HitPoints remaining, when in RealLife it would easily [[SubsystemDamage cripple the vehicle]] and/or kill the occupants in the process.
to:
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]] Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to either act as a shield for the guys behind you, you or just to get close enough to use that OneHitKill weapon).
This could have a flimsy justification for armoured vehicles -- anything which doesn't penetrate its armour arguably would not adversely affect itsperformance (the performance. (The same principle also applies to DeflectorShields). DeflectorShields.) However, because of the simplified nature of damage calculations, it's entirely possible for, say, an armored vehicle to sustain an anti-tank missile to its unarmored back and still keep fighting with a few HitPoints remaining, when in RealLife it would easily [[SubsystemDamage cripple the vehicle]] and/or kill the occupants in the process.
This could have a flimsy justification for armoured vehicles -- anything which doesn't penetrate its armour arguably would not adversely affect its
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Has some overlap with DeathOfAThousandCuts, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also WaferThinMint, when a proverbial straw breaks the camel's back.
Contrast SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. See also AttackAttackAttack, which can be what this trope leaves people looking like.
Contrast SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. See also AttackAttackAttack, which can be what this trope leaves people looking like.
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Has some overlap with DeathOfAThousandCuts, since any attack that inflicts even ScratchDamage can ultimately land a KO. Compare StrongFleshWeakSteel, and see also WaferThinMint, TheLastStraw, when a proverbial straw breaks the camel's back.
Contrast SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. See also AttackAttackAttack, whichcan be what this trope leaves people looking like.
can encourage or at least give the appearance of.
Contrast SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back; the ChunkySalsaRule, which governs {{One Hit Kill}}s; and DidntNeedThoseAnyway, a form of ShowsDamage. See also AttackAttackAttack, which
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->"It is only a living organism that faces a constant alternative: the issue of life or death. Life is a process of self-sustaining and self-generated action. If an organism fails in that action, it dies; its chemical elements remain, but its life goes out of existence."
-->-- John Galt, AynRand's ''AtlasShrugged''
-->-- John Galt, AynRand's ''AtlasShrugged''
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->"It is only a living organism that faces a constant alternative: the issue of life or death. Life is a process of self-sustaining and self-generated action. If an organism fails in that action, it dies; its chemical elements remain, but its life goes out of existence."
-->-- John Galt, AynRand's ''AtlasShrugged''
-->-- John Galt, AynRand's ''AtlasShrugged''
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%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1372286336065342600
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[[quoteright:315:[[Film/TheBluesBrothers http://static.tvtropes.org/pmwiki/pub/images/critexistfailure-bluesbros_543.png]]]]
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[[quoteright:315:[[Film/TheBluesBrothers http://static.tvtropes.org/pmwiki/pub/images/critexistfailure-bluesbros_543.png]]]]
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No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one [[HitPoints Hit Point]] left. However, if something removes that last point, even if it was [[ScratchDamage the ever so slightest or insignificant of injuries]], it can cause you to have a sudden CriticalExistenceFailure and [[LudicrousGibs explode in a spray of gore]].
to:
No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have one [[HitPoints Hit Point]] {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage the ever so slightest or insignificant of injuries]], it can cause you to have a sudden CriticalExistenceFailure and [[LudicrousGibs explode in a spray of gore]].
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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]] Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. [[RocketJump Rocket jumping]], bunny-hopping to reduce damage taken, or running into suppressing fire to act as a shield for the guys behind you, or just to get close enough to use that OneHitKill weapon).
to:
Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]] Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would not work in RealLife to work in the game (e.g. [[RocketJump Rocket jumping]], {{rocket jump}}ing, bunny-hopping to reduce damage taken, or running into suppressing fire to act as a shield for the guys behind you, or just to get close enough to use that OneHitKill weapon).
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