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* ''VideoGame/WorldOfHorror'' has two separate Hit Point meters representing Stamina, your physical health, and Reason, your [[SanityMeter mental health]]. Run out of Stamina, and you die. Run out of Reason, and you go insane and end up institutionalized. Either way, it's GameOver.

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One common RolePlayingGame variation is to have two separate hit point values, one tracking fatigue and exhaustion while the other tracks wounds and injury. If the fatigue value goes to zero, the character may fall unconscious and/or start passing damage on to the wound total.



* ''TabletopGame/HeroSystem'' has a 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'' has a 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/DragonQuest'' uses the two-track system, with Fatigue tracking exhaustion and Endurance tracking wounds. A roll under 15% of an attacker's target attack roll is an 'endurance hit' that goes straight through to endurance; in addition, when a character runs out of fatigue, they take a penalty to all actions and further hits to directly to endurance.
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* ''VideoGame/{{Muri}}'': It's called Energy and displayed in a LifeMeter at the right of the screen.
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* ''VideoGame/TheHeartPumpsClay'': It's called HP and is displayed both numerically and with a LifeMeter in [[https://rpgmaker.net/media/content/games/6541/screenshots/HeartScreen1.png the combat screen]].

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In {{First Person Shooter}}s, this number is often ''exactly'' 100, and is taken to be a percentage of the player's normal uninjured health, with "mega health"-type items that cause your health to go above 100 often resulting in your health slowly ticking back down to 100. Ever since ''[[VideoGame/GoldenEye1997 GoldenEye]]'', players and enemies often take multiples of damage based on where they are hit, but in the end, [[BoomHeadshot a bullet in the head]] is exactly the same as twelve in the foot, or what have you. This also means that eleven hits to the foot will not only not kill you, but often not even impair your movement - after all, it's OnlyAFleshWound. It's a good thing there are so many [[HealThyself water fountains]] and {{Healing Potion}}s spread about.

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In {{First Person Shooter}}s, this number is often ''exactly'' 100, and is taken to be a percentage of the player's normal uninjured health, with "mega health"-type items that cause your health to go above 100 often resulting in your health slowly ticking back down to 100. Ever since ''[[VideoGame/GoldenEye1997 GoldenEye]]'', ''VideoGame/GoldenEye1997'', players and enemies often take multiples of damage based on where they are hit, but in the end, [[BoomHeadshot a bullet in the head]] is exactly the same as twelve in the foot, or what have you. This also means that eleven hits to the foot will not only not kill you, but often not even impair your movement - after all, it's OnlyAFleshWound. It's a good thing there are so many [[HealThyself water fountains]] and {{Healing Potion}}s spread about.


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[[folder: Puzzle]]
* ''VideoGame/PsyCard'': In the ''Friend's Quest'' RolePlayingGame-type MiniGame, it's called HP, and they are [[AfterCombatRecovery refilled after every battle]], even on a loss.
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* ''VideoGame/OracleOfAskigaga'': In the main menu, party members' hit points and Stamina a.k.a ManaPoints, are shown as both numbers, and [[LifeMeter orange]] and [[ManaMeter blue bars]], respectively.
** Hiroji Askigaga starts the game with 550 max HP.
** Oharu Ishihara starts the game with 850 max HP.
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* ''VideoGame/BornUnderTheRain'': As shown in [[https://rpgmaker.net/games/7360/images/55009/ this official screenshot]] of a battle, hit points are represented numerically where the current number of them is at the right of a green LifeMeter.

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[[folder: Other]]

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[[folder: Other]]Other Video Games]]


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[[folder:Other media]]
* ''Literature/VainqueurTheDragon'': In a RPGMechanicsVerse, this is the meaning of the HP abbreviation.
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Crosswicking.

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* ''VideoGame/SoUhASpaceshipCrashedInMyYard'': Both characters in the party get them listed, even though there's no combat in this game.
** Mark starts with 562 HP.
** ARIA has 450 HP.
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* ''VideoGame/HelensMysteriousCastle'': Helen's health is represented at the bottom of the battle screen as a fraction of current / maximum.
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* ''Franchise/RatchetAndClank'' has Nanotech as HP, explained as a nanomite charges that heal wounds that Ratchet receives. How precisely this works varies from game to game:

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* ''Franchise/RatchetAndClank'' has Nanotech as HP, explained as a nanomite nanobot charges that heal wounds that Ratchet receives. How precisely this works varies from game to game:



** The [[Videogame/RatchetAndClankGoingCommando next game]] overhauled the system substantially. Rachet now gains supplementary nanotech by gaining experience up to a certain maximum, but last 8 points must be obtained through the upgrades, some of which are fiendishly hard to get. Also, the damage taken may be more than 1 HP this time and can be reduced by armor. The next games kept this system with the exception of ditching the necessity to find all upgrades.
** Most games have also vehicles who each have their Armor/HP bar (not implied to be nanotech) and if they come with shield like Ratcher's Star Explorer, those have their own HP too.

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** The [[Videogame/RatchetAndClankGoingCommando next game]] overhauled the system substantially. Rachet Ratchet now gains supplementary nanotech by gaining experience up to a certain maximum, but last 8 points of them must be obtained through the upgrades, upgrades hidden in levels, some of which are fiendishly hard to get. Also, the damage taken may be more than 1 HP this time scales up and can be reduced by armor. The next games kept this system with but ditched the exception of ditching the necessity to find all collectible upgrades.
** Most games have also vehicles who each have their Armor/HP bar (not implied to be nanotech) and if they come with shield like Ratcher's Ratchet's Star Explorer, those have their own HP too.too (though not shown).



** ''VideoGame/JakIIRenegade'': Jak [[spoiler:and Daxter]] have 8 HP, though most attacks do 2HP damage except some weaklings, and he is also [[InVehicleInvulnerability invulnerable when in vehicle]], which have their own HP (not visible, but the state of the vehicle can be guessed by how much its engines are burning).
** In [[Videogame/Jak3Wastelander next game]] Jak can upgrade his HP from 8 to 16, some endgame monsters deal 4 HP and buggies show their actual HP, as do most EscortMission vehicles.

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** ''VideoGame/JakIIRenegade'': Jak [[spoiler:and Daxter]] have 8 HP, though most attacks do 2HP damage except some weaklings, and he is also [[InVehicleInvulnerability invulnerable when in vehicle]], which have their own HP (not visible, visible for hovercars, but the their state of the vehicle can be guessed by how much its engines are burning).
** In [[Videogame/Jak3Wastelander next game]] Jak can upgrade his HP from 8 to 16, 16 by collecting pieces of Precursor Armor, but some endgame monsters deal 4 HP and buggies HP. Buggies show their actual HP, as do most EscortMission vehicles.
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** In [[Videogame/RatchetAndClank2002]] 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.

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** In [[Videogame/RatchetAndClank2002]] [[Videogame/RatchetAndClank2002 the first game 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.
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* ''Franchise/JakAndDaxter'':
** ''VideoGame/JakAndDaxterThePrecursorLegacy'': Jak has 3 hitpoints that are refilled by green eco, though you can technically have four if you have full HP and are maxed on green eco as well, which has separate counter. This HP is also shared whith vehicles.

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* ''Franchise/JakAndDaxter'':
''Videogame/JakAndDaxter'':
** ''VideoGame/JakAndDaxterThePrecursorLegacy'': Jak has 3 hitpoints that are refilled by green eco, though you can technically have four if you have full HP and are maxed on green eco as well, which has separate counter. This HP is also shared whith with vehicles.

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* ''Franchise/RatchetAndClank'' has Nanotech as HP, explained as a nanomite charges that heal wounds that Ratchet receives. How precisely this works varies from game to game:
** In [[Videogame/RatchetAndClank2002]] 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. Rachet now gains supplementary nanotech by gaining experience up to a certain maximum, but last 8 points must be obtained through the upgrades, some of which are fiendishly hard to get. Also, the damage taken may be more than 1 HP this time and can be reduced by armor. The next games kept this system with the exception of ditching the necessity to find all upgrades.
** Most games have also vehicles who each have their Armor/HP bar (not implied to be nanotech) and if they come with shield like Ratcher's Star Explorer, those have their own HP too.
** When playing as Clank, his health is almost always set at 4HP and does not upgrade, ever.
* ''Franchise/JakAndDaxter'':
** ''VideoGame/JakAndDaxterThePrecursorLegacy'': Jak has 3 hitpoints that are refilled by green eco, though you can technically have four if you have full HP and are maxed on green eco as well, which has separate counter. This HP is also shared whith vehicles.
** ''VideoGame/JakIIRenegade'': Jak [[spoiler:and Daxter]] have 8 HP, though most attacks do 2HP damage except some weaklings, and he is also [[InVehicleInvulnerability invulnerable when in vehicle]], which have their own HP (not visible, but the state of the vehicle can be guessed by how much its engines are burning).
** In [[Videogame/Jak3Wastelander next game]] Jak can upgrade his HP from 8 to 16, some endgame monsters deal 4 HP and buggies show their actual HP, as do most EscortMission vehicles.
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* ''Franchise/SonicTheHedgehog'' is something that manages to fall into the gap between the two health systems: a OneHitPointWonder without rings, invulnerable to most things with them. Rings are usually plentiful, and you even get a chance to grab some back if you get hit.

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* ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' is something that manages to fall into the gap between the two health systems: a OneHitPointWonder without rings, invulnerable to most things with them. Rings are usually plentiful, and you even get a chance to grab some back if you get hit.
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* ''TabletopGame/TheOneRing'': "Endurance Points" are a slight variant in that they represent the character's overall will and ability to carry on. Endurance loss in combat represents general strain and demoralization rather than outright wounds, and a character starts to flag when their Endurance score falls below their Fatigue score. However, a character at zero Endurance is only unconscious, not dying, and can quickly recover.
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* In the ''VideoGame/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]]. Otherwise, Get hit without a mask and [[OneHitPointWonder Crash]] (or Coco) is done for.

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* In the ''VideoGame/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]]. Otherwise, Get hit without a mask and [[OneHitPointWonder Crash]] (or Coco) [[BrotherSisterTeam Coco]]) is done for.
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[[folder: Fighting Game ]]
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* The first {{VideoGame/Bubsy}} game averts this by making you a OneHitPointWonder. The sequels, however, give you a health meter. Bubsy II gives you 3 hit points (represented by Bubsy’s expression by the lives counter, ranging from cool and cocky at full health, to slightly nervous on his first hit, to an OhCrap expression when another hit will take him out). Bubsy 3D gives you a numerical counter which starts each life with 3 “Paw Points,” which can be boosted up to 99 by accruing enough ScoringPoints ([[EveryTenThousandPoints every 40,000 was good for another “Paw Point,” while every 100,000 carried an extra life]]).
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* In the ''VideoGame/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]].

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* In the ''VideoGame/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]]. Otherwise, Get hit without a mask and [[OneHitPointWonder Crash]] (or Coco) is done for.
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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.
* ''VideoGame/YookaLaylee'' uses [[HeartsAreHealth heart-shaped]] butterflies as the players' health.
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* In ''VideoGame/HeadBoxing'', characters have hit points, and are knocked out when they reach 0.
* ''VideoGame/HeadBasketball'' has an HP meter for each character; however, should it reach 0, the character is only momentarily stunned.
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Crosswicking.


->'''Karashi:''' Had enough?
->'''Khrima:''' You know very well that by the definition of hit points that I haven't yet had enough.

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->'''Karashi:''' Had enough?
->'''Khrima:'''
enough?\\
'''Khrima:'''
You know very well that by the definition of hit points that I haven't yet had enough.



* In ''VideoGame/TronDeadlyDiscs'', the player is given a single life, but can take a few hits before he is derezzed. In the UsefulNotes/{{Atari 2600}} version, the player character changes colors whenever he gains or loses a hit point.

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* In ''VideoGame/TronDeadlyDiscs'', the player is given a single life, but can take a few hits before he is derezzed. In the UsefulNotes/{{Atari 2600}} UsefulNotes/Atari2600 version, the player character changes colors whenever he gains or loses a hit point.



** this is interestingly referenced in ''VideoGame/{{Undertale}}'', where on the genocide route, a similar mechanic is applied during the final boss fight.

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** this This is interestingly referenced in ''VideoGame/{{Undertale}}'', where on the genocide route, a similar mechanic is applied during the final boss fight.
* ''VideoGame/AssassinsCreedII'': Represented by {{Life Meter}}s, filled with what are called "health squares". Ezio, his enemies, and the people he escort / follows have theirs marked in the HeadsUpDisplay.
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* All traditional {{Fighting Game}}s have hit points but very few of them actually show this information to the player. The numeric value of a character’s vitality is typically only shown in training mode, with the main modes simply opting for a LifeMeter to represent vitality (some games do reference numeric health values to show combo damage). However some games do make this information persistently available. Examples include ''VideoGame/BattleFantasia'' (in an effort to simulate turn-based RPG battles) and ''VideoGame/Injustice2''.
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* In the ''Franchise/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]].

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* In the ''Franchise/CrashBandicoot'' ''VideoGame/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]].
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/HeroSystem'' has a 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 TheHulk 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).

to:

* ''TabletopGame/HeroSystem'' has a 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 TheHulk [[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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De-potholing page quote per What To Put At The Top Of A Page


->'''[[{{Ninja}} Karashi]]:''' Had enough?
->'''[[BigBad Khrima]]:''' You know very well that by the definition of hit points that I haven't yet had enough.

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->'''[[{{Ninja}} Karashi]]:''' ->'''Karashi:''' Had enough?
->'''[[BigBad Khrima]]:''' ->'''Khrima:''' You know very well that by the definition of hit points that I haven't yet had enough.
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[[CallAHitPointASmeerp They're not always called "Hit Points,"]] sometimes they are called "Health Points," or are collectively reffered 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 reffered 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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* The ludicrously detailed (and getting more so every day) Roguelike ''VideoGame/DwarfFortress'' instead has individual hit-point counts for ''each and every one of every single characters' limbs and organs'', even down to little things like fingers and toes. And separate tracks for 'blood loss', 'pain', and 'exhaustion'. The newest version can track each ''layer of tissue''. [[StylisticSuck ASCII graphics]] gives you a ''lot'' of extra space to play with.

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[[folder: Roguelike ]]

Roguelike]]

* The ludicrously detailed (and getting more so every day) Roguelike ''VideoGame/DwarfFortress'' instead has individual hit-point counts for ''each and every one of every single characters' character's limbs and organs'', even down to little things like fingers and toes. And separate tracks for 'blood loss', 'pain', and 'exhaustion'. The newest version can track each ''layer of tissue''. [[StylisticSuck ASCII graphics]] gives you a ''lot'' of extra space to play with.



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[[folder: Other ]]Other]]
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** The 3D Mario platforming games like ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'' have a traditional LifeMeter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. ''VideoGame/SuperMarioGalaxy'' uses a more simple life meter where Mario can only take 3 hits before losing a life or 6 hits if he finds a health extending mushroom.

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** The 3D Mario platforming games like ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'' have a traditional LifeMeter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. ''VideoGame/SuperMarioGalaxy'' uses a more simple life meter where Mario can only take 3 hits before losing a life or 6 hits if he finds a health extending mushroom. ''VideoGame/SuperMarioOdyssey'' also has a three-hit meter, but doubles it to six if [[MercyMode Assist Mode]] is turned on (and Assist Mode lets the HP regenerate too). There's a Life-Up Heart that adds three more points to the meter [[spoiler:and is automatically added when Mario controls Bowser.]]

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