Health Meter: Difference between revisions

1,777 bytes added ,  1 month ago
Unnecessary
(→‎History: Added the behavior of the HP bar in PAD SMB Edition.)
Tag: Mobile edit
(Unnecessary)
Tags: Manual revert Mobile edit
(15 intermediate revisions by 6 users not shown)
Line 44: Line 44:
{{br}}
{{br}}


====''Super Mario Galaxy'' / ''Super Mario Galaxy 2''====
====''Super Mario Galaxy''====
[[File:SMG Health Meter.png|frame|Mario's life meter in ''Super Mario Galaxy'']]
[[File:SMG Health Meter.png|frame|Mario's life meter in ''Super Mario Galaxy'']]
In ''[[Super Mario Galaxy]]'', the life meter appears in the top right-hand corner of the screen if [[Mario]] or [[Luigi]]'s health is not at three, or after Mario/Luigi has remained inactive for a certain period of time. It is shaped like a circle and has a total of only three health wedges as opposed to eight in the previous two games. However, in exchange, any damaging event that does not make the player lose a life removes only one health wedge (as opposed to the variable amounts of damage that attacks can inflict in ''Super Mario 64'' and ''Super Mario Sunshine'').
In ''[[Super Mario Galaxy]]'', the life meter appears in the top right-hand corner of the screen if [[Mario]] or [[Luigi]]'s health is not at three, or after Mario/Luigi has remained inactive for a certain period of time. It is shaped like a circle and has a total of only three health wedges as opposed to eight in the previous two games. However, in exchange, any damaging event that does not make the player lose a life removes only one health wedge (as opposed to the variable amounts of damage that attacks can inflict in ''Super Mario 64'' and ''Super Mario Sunshine''), and falling from high heights no longer inflicts damage at all.


[[File:SMGHealthMeter.png|thumb|120px|left|Mario's life meter in ''Super Mario Galaxy 2'' after he has collected a Life Mushroom]]
One of the new features of this game involves the inclusion of a new item called the [[Life Mushroom]], which increases Mario's life meter from three to six when it is collected. However, if at any time the health sections drop back below four, the life meter will revert to a maximum of three sections until another Life Mushroom is collected.
One of the new features of this game involves the inclusion of a new item called the [[Life Mushroom]], which increases Mario's life meter from three to six when it is collected. However, if at any time the health sections drop back below four, the life meter will revert to a maximum of three sections until another Life Mushroom is collected.


[[File:SMG2 Healthmeter Daredevil.png|thumb|x100px|Mario's life meter in ''Super Mario Galaxy 2'' under Daredevil Comet conditions]]
The coloration of the regular life meter in this game is as follows: Three sections are {{color|'''cyan'''|cyan}}, two are {{color|'''yellow'''|gold}}, and one is {{color|'''red'''|red}}. The additional three sections that are added as a result of the Life Mushroom are all colored in {{color|'''green'''|lime}}, and they do not change the color unless the life meter drops below four.
The coloration of the regular life meter in this game is as follows: Three sections are {{color|'''cyan'''|cyan}}, two are {{color|'''yellow'''|gold}}, and one is {{color|'''red'''|red}}. The additional three sections that are added as a result of the Life Mushroom are all colored in {{color|'''green'''|lime}}, and they do not change the color unless the life meter drops below four.


Line 60: Line 58:
At the beginning of every [[Prankster Comet#Daredevil Comet|Daredevil Comet]] mission, Mario's life meter is automatically decreased to just one health wedge (the only difference being that no alarm sounds under these conditions), forcing Mario to complete the mission without taking damage once.
At the beginning of every [[Prankster Comet#Daredevil Comet|Daredevil Comet]] mission, Mario's life meter is automatically decreased to just one health wedge (the only difference being that no alarm sounds under these conditions), forcing Mario to complete the mission without taking damage once.


Mario's life meter will be depleted immediately if he falls into a [[black hole]]; is crushed by a [[Thwomp]], a [[Whomp]], a [[Rhomp]], a [[Tox Box]], or solid objects colliding with him stuck between them; falls into [[quicksand]] or [[Poison (obstacle)|poison]]; touches [[dark matter]]; or fails a timed [[Prankster Comet#Purple Comet|Purple Comet]], [[Prankster Comet#Speedy Comet|Speedy Comet]], or [[Prankster Comet#Romp Comet|Romp Comet]] challenge.
{{br}}
====''Super Mario Galaxy 2''====
[[File:SMG2 Healthmeter Daredevil.png|thumb|x100px|left|Mario's life meter in ''Super Mario Galaxy 2'' under Daredevil Comet conditions]]
[[File:SMGHealthMeter.png|thumb|100px|right|Mario's life meter in ''Super Mario Galaxy 2'' after he has collected a Life Mushroom]]
The life meter in ''[[Super Mario Galaxy 2]]'' looks and behaves in the same way as it did in its predecessor, although this time the black outlines surrounding the numbers are thicker. One minor difference is that if the player collects another Life Mushroom while one is still in effect, and all six sections of the life meter are filled, the player will receive a [[extra life|1-Up]]. If the life meter is at fewer than six sections, it will instead be refilled to that number.
The life meter in ''[[Super Mario Galaxy 2]]'' looks and behaves in the same way as it did in its predecessor, although this time the black outlines surrounding the numbers are thicker. One minor difference is that if the player collects another Life Mushroom while one is still in effect, and all six sections of the life meter are filled, the player will receive a [[extra life|1-Up]]. If the life meter is at fewer than six sections, it will instead be refilled to that number.
In both games, Mario's life meter will be depleted immediately if he falls into a [[black hole]]; is crushed by a [[Thwomp]], a [[Whomp]], a [[Rhomp]], a [[Tox Box]], or solid objects colliding with him stuck between them; falls into [[quicksand]] or [[Poison (obstacle)|poison]]; touches [[dark matter]]; or fails a timed [[Prankster Comet#Purple Comet|Purple Comet]], [[Prankster Comet#Speedy Comet|Speedy Comet]], or [[Prankster Comet#Romp Comet|Romp Comet]] challenge.
{{br}}


====''Super Mario Odyssey''====  
====''Super Mario Odyssey''====  
{{more images|Image of the Health Meter after collecting a Life-Up Heart in Assist Mode.}}
After an absence in ''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' (due to those games using the power-up system of the 2D platformers in the ''Super Mario'' franchise), the Health Meter reappears in ''[[Super Mario Odyssey]]'' with three sections of health, as in ''Super Mario Galaxy''. This time, [[Heart (item)|Heart]]s are required to restore lost health instead of [[coin]]s. Collecting [[Power Moon]]s, touching a [[Checkpoint Flag]], or going inside the [[Odyssey]] can also restore health. It can be extended to six with a [[Life-Up Heart]]. Unlike prior iterations, the meter has a flat, solid color appearance, and the {{color|'''cyan'''|cyan}} and {{color|'''green'''|lime}} colors are swapped from their ''Super Mario Galaxy'' positions. As in ''Super Mario Sunshine'' and the ''Super Mario Galaxy'' games, Mario has a separate air meter while underwater. Upon dying, Mario loses ten coins instead of a life, as lives and [[Game Over]]s are absent in this game.
After an absence in ''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' (due to those games using the power-up system of the 2D platformers in the ''Super Mario'' franchise), the Health Meter reappears in ''[[Super Mario Odyssey]]'' with three sections of health, as in ''Super Mario Galaxy''. This time, [[Heart (item)|Heart]]s are required to restore lost health instead of [[coin]]s. Collecting [[Power Moon]]s, touching a [[Checkpoint Flag]], or going inside the [[Odyssey]] can also restore health. It can be extended to six with a [[Life-Up Heart]]. Unlike prior iterations, the meter has a flat, solid color appearance, and the {{color|'''cyan'''|cyan}} and {{color|'''green'''|lime}} colors are swapped from their ''Super Mario Galaxy'' positions. As in ''Super Mario Sunshine'' and the ''Super Mario Galaxy'' games, Mario has a separate air meter while underwater. Upon dying, Mario loses ten coins instead of a life, as lives and [[Game Over]]s are absent in this game.


Line 76: Line 78:
</gallery>
</gallery>


===''Yoshi'' franchise===
===''Yoshi's Story''===
====''Yoshi's Story''====
[[File:yS Healthmeter.png|frame|The Smile Meter as seen in ''Yoshi's Story'']]
[[File:yS Healthmeter.png|frame|The Smile Meter as seen in ''Yoshi's Story'']]
{{quote|Eating [[Shy Guy]]s wearing Yoshi's favorite color will add a bonus to your Smile Meter!|Message Block|Yoshi's Story}}
{{quote|Eating [[Shy Guy]]s wearing Yoshi's favorite color will add a bonus to your Smile Meter!|Message Block|Yoshi's Story}}
Line 84: Line 85:
When a Baby Yoshi takes damage from touching enemies or other hazards or consuming certain items or enemies such as [[pepper]]s or [[Black Shy Guy (Yoshi's Story)|Black Shy Guy]]s (unless the Black Yoshi or White Yoshi consumes them), the petals gradually fall away from the center of the flower, starting with the topmost left petal and going counterclockwise. The color and expression of the flower also change. The face when the meter is at full health is red with a big smile, at partial health is yellow with a slight smile, and at no hit points remaining or the Baby Yoshi's loss is blue with a frowning, lip-biting face with hair-like filaments on it. Two additional expressions for the flower are available: One expression involves its eyes being closed while wearing a huge grin with its petals rapidly shrinking and growing when the Baby Yoshi is [[Super Happy]], and the other expression is a green, shocked expression used as a transition when the last few (or all if a Baby Yoshi falls down a pit or otherwise instantly loses) hit points on the meter are lost before the flower's face turns blue and frowns. The music in the levels is also affected by certain states of the Smile Meter. The music remains unchanged when the meter is at full or partial health, but when there are no petals remaining, the music slows down to a slower, more lethargic and somber version of the level's music. Conversely, attaining the Super Happy status changes the music to a rock arrangement of the level's theme.
When a Baby Yoshi takes damage from touching enemies or other hazards or consuming certain items or enemies such as [[pepper]]s or [[Black Shy Guy (Yoshi's Story)|Black Shy Guy]]s (unless the Black Yoshi or White Yoshi consumes them), the petals gradually fall away from the center of the flower, starting with the topmost left petal and going counterclockwise. The color and expression of the flower also change. The face when the meter is at full health is red with a big smile, at partial health is yellow with a slight smile, and at no hit points remaining or the Baby Yoshi's loss is blue with a frowning, lip-biting face with hair-like filaments on it. Two additional expressions for the flower are available: One expression involves its eyes being closed while wearing a huge grin with its petals rapidly shrinking and growing when the Baby Yoshi is [[Super Happy]], and the other expression is a green, shocked expression used as a transition when the last few (or all if a Baby Yoshi falls down a pit or otherwise instantly loses) hit points on the meter are lost before the flower's face turns blue and frowns. The music in the levels is also affected by certain states of the Smile Meter. The music remains unchanged when the meter is at full or partial health, but when there are no petals remaining, the music slows down to a slower, more lethargic and somber version of the level's music. Conversely, attaining the Super Happy status changes the music to a rock arrangement of the level's theme.


The Baby Yoshis can take damage only up to eight times, and being hit one additional time while the flower's face is frowning results in the Baby Yoshi fainting and being captured by [[Baby Bowser]]'s [[Toady|Toadies]]. The Baby Yoshis can regain their health by eating [[fruit]] or enemies or collecting a [[Special Heart]], regenerating lost petals and making the flower begin smiling again.
The Baby Yoshis can take damage only up to nine times. The Smile Meter loses one petal when a Baby Yoshi eats something he dislikes. The Smile Meter loses three petals when a Baby Yoshi touches an enemy or a certain hazard. Being hit one additional time while the flower's face is frowning results in the Baby Yoshi fainting and being captured by [[Baby Bowser]]'s [[Toady|Toadies]]. The Baby Yoshis can regain their health by eating [[fruit]] or enemies or collecting a [[Special Heart]], regenerating lost petals and making the flower begin smiling again.


A flower that resembles the Smile Meter appears in the minigame [[Loves Me...?]] from ''[[Super Mario 64 DS]]'' and ''[[New Super Mario Bros.]]''
A flower that resembles the Smile Meter appears in the minigame [[Loves Me...?]] from ''[[Super Mario 64 DS]]'' and ''[[New Super Mario Bros.]]''
Line 92: Line 93:
</gallery>
</gallery>
</center>
</center>
{{br}}
====''Yoshi Demo''====
''[[Yoshi Demo]]'' also features the Smile Meter, which functions identically to its appearance in ''Yoshi's Story'', though the faces used, all of which are also from ''Yoshi's Story'', for the different states of the meter are different. At full health, the Smile Meter's face is its Super Happy face, seven to five petals is its face at full health, four to one petal is its face at partial health, no petals remaining is the same as in ''Yoshi's Story'', and Yoshi's defeat is its transitional shocked face.
====''Yoshi Topsy-Turvy''====
[[File:YNG Health Meter 1.png|frame]]
In ''[[Yoshi Topsy-Turvy]]'', the Smile Meter appears in the top left corner of the screen as a smiling orange sun with eight white triangle-shaped rays around it. Each of these triangle rays represents one section of health, for a total of eight sections. This variation of the Smile Meter is very similar to the one from ''Yoshi's Story'' in both shape and color.
When [[Yoshi]] touches an enemy or other obstacle, health is lost, signified by some of the white triangle rays falling away from the sun in a counterclockwise direction. As more and more health sections fall away, the loss of energy begins to be reflected by the sun's expression. It starts out being orange with sunglasses and a large smile. When some rays have been lost, its color fades to yellow, it loses its sunglasses, and its smile diminishes slightly.
If Yoshi sustains more damage, the expression of the sun will remain the same, though more of the sun's rays will be lost. When no more of the sun's rays remain, the face of the sun turns blue and begins frowning. If Yoshi sustains any more damage after this, the face of the sun will turn green, then gray, resulting in Yoshi losing a life, or a [[Game Over]] if Yoshi loses all of his lives.
====''Yoshi's Woolly World'' / ''Poochy & Yoshi's Woolly World''====
In ''[[Yoshi's Woolly World]]'' and [[Poochy & Yoshi's Woolly World|its 3DS port]], when Yoshi takes damage, the Health Meter appears around him as a circle of hearts. One heart represents one health section, up to 20 hearts. When one heart is left, the heart looks cracked and the Health Meter always shows, alerting the player to get more hearts. If all hearts are lost, the player must restart the level from the beginning or the last checkpoint they touched.
In Classic Mode on both the [[Wii U]] and [[Nintendo 3DS]], the player begins each level with 10 hearts and loses five hearts every time they take damage, unless they have two to five hearts left, in which case they go down to one heart. In Mellow Mode, the player begins each level with 20 hearts and loses five hearts in the Wii U version but only one heart in the 3DS version when they take damage.
====''Yoshi's Crafted World''====
The Health Meter in ''[[Yoshi's Crafted World]]'' looks the same as in ''Yoshi's Woolly World'', except the hearts are made out of paper to match the game's style. If Yoshi completes a level with all 20 hearts, he receives a [[Smiley Flower]].
{{br}}
{{br}}


Line 143: Line 124:
</gallery>
</gallery>


===''Yoshi Topsy-Turvy''===
[[File:YNG Health Meter 1.png|frame]]
In ''[[Yoshi Topsy-Turvy]]'', the Smile Meter appears in the top left corner of the screen as a smiling orange sun with eight white triangle-shaped rays around it. Each of these triangle rays represents one section of health, for a total of eight sections. This variation of the Smile Meter is very similar to the one from ''Yoshi's Story'' in both shape and color.
When [[Yoshi]] touches an enemy or other obstacle, health is lost, signified by some of the white triangle rays falling away from the sun in a counterclockwise direction. As more and more health sections fall away, the loss of energy begins to be reflected by the sun's expression. It starts out being orange with sunglasses and a large smile. When some rays have been lost, its color fades to yellow, it loses its sunglasses, and its smile diminishes slightly.
If Yoshi sustains more damage, the expression of the sun will remain the same, though more of the sun's rays will be lost. When no more of the sun's rays remain, the face of the sun turns blue and begins frowning. If Yoshi sustains any more damage after this, the face of the sun will turn green, then gray, resulting in Yoshi losing a life, or a [[Game Over]] if Yoshi loses all of his lives.
{{br}}
===''Super Princess Peach''===
===''Super Princess Peach''===
[[File:Vibe Gauge.png|thumb|left]]
[[File:Vibe Gauge.png|thumb|left]]
Line 160: Line 149:
{{br}}
{{br}}


===''[[Puzzle & Dragons: Super Mario Bros. Edition]]''===
===''Puzzle & Dragons: Super Mario Bros. Edition''===
In ''[[Puzzle & Dragons: Super Mario Bros. Edition]]'', the HP bar is used. As Mario takes damage, the HP bar drops. When there is only one-fifth remaining, the HP bar will turn orange and the heart will pulse. When the HP bar is depleted, the [[Too Bad]] sequence is played, in which all the orbs fall down from the board. A [[Game Over]] occurs if the player chooses not to continue, or if the player runs out of HP when there are zero remaining lives. However, there is an exception. Unlike ''[[Super Mario Sunshine]]'' and the ''[[Super Mario Galaxy]]'' series, the HP bar is not automatically fully depleted when the player runs out of time in Score Attack modes, but the Too Bad sequence still plays.
In ''[[Puzzle & Dragons: Super Mario Bros. Edition]]'', the HP bar is used. As Mario takes damage, the HP bar drops. When there is only one-fifth remaining, the HP bar turns orange and the heart pulses. When the HP bar is depleted, the Too Bad sequence plays, in which all the orbs fall down from the board. A [[Game Over]] occurs if the player chooses not to continue, or if the player runs out of HP when there are zero remaining lives. However, there is an exception. Unlike in ''[[Super Mario Sunshine]]'' and the ''[[Super Mario Galaxy]]'' series, the HP bar is not automatically fully depleted when the player runs out of time in Score Attack modes, but the Too Bad sequence still plays.
 
===''Yoshi's Woolly World'' / ''Poochy & Yoshi's Woolly World''===
In ''[[Yoshi's Woolly World]]'' and [[Poochy & Yoshi's Woolly World|its 3DS port]], when Yoshi takes damage, the Health Meter appears around him as a circle of hearts. One heart represents one health section, up to 20 hearts. When one heart is left, the heart looks cracked and the Health Meter always shows, alerting the player to get more hearts. If all hearts are lost, the player must restart the level from the beginning or the last checkpoint they touched.
 
In Classic Mode on both the [[Wii U]] and [[Nintendo 3DS]], the player begins each level with 10 hearts and loses five hearts every time they take damage, unless they have two to five hearts left, in which case they go down to one heart. In Mellow Mode, the player begins each level with 20 hearts and loses five hearts in the Wii U version but only one heart in the 3DS version when they take damage.


===''Yoshi's Crafted World''===
The Health Meter in ''[[Yoshi's Crafted World]]'' looks the same as in ''Yoshi's Woolly World'', except the hearts are made out of paper to match the game's style. If Yoshi completes a level with all 20 hearts, he receives a [[Smiley Flower]].


===''Super Mario-kun''===
===''Super Mario-kun''===
[[File:HealthMeterSuperMarioKun.png|thumb|left|The Power Meter in ''Super Mario-kun''. The Japanese text translates to Mario exclaiming "I'll die if I continue this way!"]]
[[File:HealthMeterSuperMarioKun.png|thumb|left|The Power Meter in ''Super Mario-kun''. The Japanese text translates to Mario exclaiming "I'll die if I continue this way!"]]
In volume 16 of ''[[Super Mario-kun]]'', which is mostly adapted from ''[[Super Mario 64]]'', the Power Meter occasionally displays [[Mario]]'s power level, usually at a very low point.
In various volumes of ''[[Super Mario-kun]]'', a Health Meter is occasionally shown to display [[Mario]]'s power level, usually at a very low point, most prominently in ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'' adaptations.
{{br}}
{{br}}
===Unused appearances===
====''Yoshi Demo''====
''[[Yoshi Demo]]'' also features the Smile Meter, which functions identically to its appearance in ''Yoshi's Story'', though the faces used, all of which are also from ''Yoshi's Story'', for the different states of the meter are different. At full health, the Smile Meter's face is its Super Happy face, seven to five petals is its face at full health, four to one petal is its face at partial health, no petals remaining is the same as in ''Yoshi's Story'', and Yoshi's defeat is its transitional shocked face.


==See also==
==See also==
Line 174: Line 173:
==Names in other languages==
==Names in other languages==
{{foreign names
{{foreign names
|Jap=パワーメーター<ref>[https://m1.nintendo.net/docvc/NUS/JPN/NSMJ/NSMJ_J.pdf ''Super Mario 64'' Japanese instruction booklet], pages 16 and 17.</ref><br>''Pawā Mētā''<br>にこにこメーター<br>''Nikoniko Mētā''<br>ハート<ref>''Wario Land Advance: Yōki no Otakara'' Japanese instruction booklet, page 16.</ref><br>''Hāto''<br>ライフ<ref>''Wario Land Shake'' Japanese instruction booklet, page 16.</ref><br>''Raifu''
|Jap=パワーメーター<ref>{{cite|url=m1.nintendo.net/docvc/NUS/JPN/NSMJ/NSMJ_J.pdf|title=''Super Mario 64'' Japanese instruction booklet|page=16 and 17}}</ref> <small>(''Super Mario 64'')</small>
|JapM=Power Meter (''Super Mario 64'')<br><br>Smiley Meter (''Yoshi's Story'')<br><br>Heart (''Wario Land Advance'')<br><br>Life (''Wario Land Shake'')
|JapR=Pawā Mētā
|Spa=Medidor de Corazón<ref>''Wario Land 4'' European instruction booklet, page 92.</ref>
|Jap2=にこにこメーター <small>(''Yoshi's Story'')</small>
|SpaM=Heart Meter (''Wario Land 4'')
|Jap2R=Nikoniko Mētā
|Fre=Jauge de Vie<ref>''Wario Land 4'' European instruction booklet, page 52.</ref>
|Jap3=ハート<ref>{{cite|title=''Wario Land Advance: Yōki no Otakara'' instruction booklet|page=16|language=Japanese|publisher=Nintendo|date=2001}}</ref> <small>(''Wario Land 4'')</small>
|FreM=Life Gauge (''Wario Land 4'')
|Jap3R=Hāto
|Ger=Herzleiste<ref>''Wario Land 4'' European instruction booklet, page 32.</ref>
|Jap4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref> <small>(''Wario Land: Shake It!'')</small>
|GerM=Heart bar (''Wario Land 4'')
|Jap4R=Raifu
|Ita=Livello di vita<ref>''[[Super Mario Bros. 2]]'' Italian manual, pag. 10</ref><br>Segna Potenza<ref>''[[Super Mario 64]]'' European manual, pag. 37</ref><br>Energimetro<ref>''[[Super Mario Sunshine]]'' Italian manual, pag. 12</ref><br>Misuratore vita<ref>''[[Super Mario Advance]]'' European manual, pag. 107</ref><br>Cardiometro<ref>''[[Wario Land 4]]'' European manual, pag. 112</ref><br>Indicatore di energia<ref>''[[Super Mario 64 DS]]'' European manual, pag. 99</ref><ref>''[[Super Mario Galaxy]]'' Italian manual, pag. 13</ref><ref>''[[Super Mario Galaxy 2]]'' Italian manual, pag. 14</ref><br>Indicatore Energia<ref>''[[Super Mario 64 DS]]'' sign: "''Le Monete riempiono il tuo Indicatore Energia, prendine il più possibile! Anche i Cuori Rotanti ti fanno recuperare Energia. Più corri veloce attraverso un Cuore Rotante, più Energia recuperi.''"</ref><br>Contatore di energia<ref>''[[Super Mario All-Stars Limited Edition]]'' Italian manual, pag. 31</ref>
|JapM=Power Meter
|ItaM=Life level<br>Power Sign<br>Energy-meter<br>Life/Health meter<br>Cardiometer<br>Energy indicator<br>Energy Indicator<br>Energy counter
|Jap2M=Smiley Meter
|Jap3M=Heart
|Jap4M=Life
|Fre=Jauge de Vie<ref>{{cite|title=''Wario Land 4'' European instruction booklet|page=52|language=French}}</ref> <small>(''Wario Land 4'')</small>
|FreM=Life Gauge
|Ger=Herzleiste<ref>{{cite|title=''Wario Land 4'' European instruction booklet|page=32|language=German}}</ref> <small>(''Wario Land 4'')</small>
|GerM=Heart bar
|Ita=Livello di vita<ref>''[[Super Mario Bros. 2]]'' Italian manual, pag. 10</ref> <small>(''Super Mario Bros. 2'')</small>
|Ita2=Contatore di vita<ref>''[[Super Mario All-Stars]]'' Italian manual, pag. 14</ref> <small>(''Super Mario All-Stars'')</small>
|Ita3=Segna Potenza<ref>''[[Super Mario 64]]'' European manual, pag. 37</ref> <small>(''Super Mario 64'')</small>
|Ita4=Misuratore del Sorriso<ref>''[[Yoshi's Story]]'' European manual, pag. 122</ref> <small>(''Yoshi's Story'')</small>
|Ita5=Energimetro<ref>''[[Super Mario Sunshine]]'' Italian manual, pag. 12</ref> <small>(''Super Mario Sunshine'')</small>
|Ita6=Misuratore vita<ref>''[[Super Mario Advance]]'' European manual, pag. 107</ref> <small>(''Super Mario Advance'')</small>
|Ita7=Cardiometro<ref>''[[Wario Land 4]]'' European manual, pag. 112</ref> <small>(''Wario Land 4'')</small>
|Ita8=Indicatore di energia<ref>''[[Super Mario 64 DS]]'' European manual, pag. 99</ref><ref>''[[Super Mario Galaxy]]'' Italian manual, pag. 13</ref><ref>''[[Super Mario Galaxy 2]]'' Italian manual, pag. 14</ref> <small>(''Super Mario 64 DS'' manual, ''Super Mario Galaxy'', ''Super Mario Galaxy 2'')</small>
|Ita9=Indicatore Energia<ref>''[[Super Mario 64 DS]]'' sign: "''Le Monete riempiono il tuo Indicatore Energia, prendine il più possibile! Anche i Cuori Rotanti ti fanno recuperare Energia. Più corri veloce attraverso un Cuore Rotante, più Energia recuperi.''"</ref> <small>(''Super Mario 64 DS'' in-game)</small>
|Ita10=Contatore di energia<ref>''[[Super Mario All-Stars - 25th Anniversary Edition]]'' Italian manual, pag. 31</ref> <small>(''Super Mario All-Stars - 25th Anniversary Edition'')</small>
|Ita11=Indicatore di salute<ref>''[[Super Mario Bros. 2]]'' Italian e-manual, pag. 6</ref> <small>(''Super Mario Bros. 2'', [[NES Classic Edition]] e-manual)</small>
|Ita12=Barra della salute<ref>''[[Super Mario Bros. 2]]'' (3DS - [[Virtual Console]]) Italian e-manual, pag. 10</ref> <small>(''Super Mario Bros. 2'', [[Virtual Console]] e-manual)</small>
|ItaM=Life level
|Ita2M=Life counter
|Ita3M=Power Sign
|Ita4M=Smile Meter
|Ita5M=Energy-meter
|Ita6M=Life/Health meter
|Ita7M=Cardiometer
|Ita8M=Energy indicator
|Ita9M=Energy Indicator
|Ita10M=Energy counter
|Ita11M=Health indicator
|Ita12M=Health bar
|Spa=Medidor de Corazón<ref>''Wario Land 4'' European instruction booklet, page 92.</ref> <small>(''Wario Land 4'')</small>
|SpaM=Heart Meter
}}
}}


29,430

edits