Health Meter: Difference between revisions

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{{redirect|Health|the item also referred to as "Health" from [[Wario Land 4]]|[[Full Health Item]]}}
{{redirect|Health|the item also referred to as "Health" from [[Wario Land 4]]|[[Full Health Item]]}}
The '''Health Meter''' is an onscreen indicator of how much health the player character currently has. It usually appears somewhere on the top of the screen as part of the {{wp|HUD (video gaming)|HUD}}, but it can also appear in other locations on the screen as well. The Health Meter varies from game to game on how many sections it has.
The '''Health Meter''' is an onscreen indicator of how much health the player character currently has. It usually appears somewhere on the top of the screen as part of the {{wp|HUD (video gaming)|HUD}}, but it can also appear in other locations on the screen. The Health Meter varies from game to game on how many sections it has.
 
==History==
==History==
===''Super Mario'' series===
===''Super Mario'' series===
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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'').


[[File:SMGHealthMeter.png|frame|left|Mario's life meter in ''Super Mario Galaxy 2'' after he has collected a Life Mushroom]]
[[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.


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====''Super Mario Odyssey''====  
====''Super Mario Odyssey''====  
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 ''Super Mario'' platformers), 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.


In [[Assist Mode]], Mario starts with a default of six health wedges, which is extended to nine when he collects a Life-Up Heart. Also, the Health Meter refills itself if he is idle, and if he falls into a pit, he loses only one section (instead of all of them and ten coins) and is sent in a [[bubble]] back to his previous location (instead of the most recently activated checkpoint).<ref>TheMightyTammos (October 15, 2017). [https://www.youtube.com/watch?v=LUHl52HLOM0 Super Mario Odyssey - Travel Hints and Map]. ''YouTube''. Retrieved October 15, 2017.</ref> The meter is {{color|'''green'''|lime}} when at six sections, {{color|'''lime green'''|chartreuse}} at five sections, {{color|'''yellow'''|yellow}} at four sections, {{color|'''amber'''|gold}} at three sections, {{color|'''orange'''|orange}} at two sections, and {{color|'''red'''|red}} at one section.
In [[Assist Mode]], Mario starts with a default of six health wedges, which is extended to nine when he collects a Life-Up Heart. Also, the Health Meter refills itself if he is idle, and if he falls into a pit, he loses only one section (instead of all of them and ten coins) and is sent in a [[bubble]] back to his previous location (instead of the most recently activated checkpoint).<ref>TheMightyTammos (October 15, 2017). [https://www.youtube.com/watch?v=LUHl52HLOM0 Super Mario Odyssey - Travel Hints and Map]. ''YouTube''. Retrieved October 15, 2017.</ref> The meter is {{color|'''green'''|lime}} when at six sections, {{color|'''lime green'''|chartreuse}} at five sections, {{color|'''yellow'''|yellow}} at four sections, {{color|'''amber'''|gold}} at three sections, {{color|'''orange'''|orange}} at two sections, and {{color|'''red'''|red}} at one section.
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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.]]''
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When the player's character is hit by a dodgeball or another item, such as a [[Bob-omb]], some health is lost. The amount of health lost depends on the item the character is hit with, as certain items cause more or less damage than others. In any case, when a character is hit with an item, the chunk of health that is lost flashes red briefly before disappearing completely, leaving a black space in its place. If a character catches the ball before it hits the ground, the character that was hit by the ball will not lose health. If a character is hit by a special attack, a large amount of health will be lost. When their health is fully depleted, they are out, and sent into the box (the rest of the minigame if Bob-omb Dodge is played). The character's health will be instantly depleted if they fall into the water in [[DK Dock]]. To get back in, the player in the box must hit their target. When they do so, they are back in and get a small amount of their health regained. Getting hit even once causes them to be out again.
When the player's character is hit by a dodgeball or another item, such as a [[Bob-omb]], some health is lost. The amount of health lost depends on the item the character is hit with, as certain items cause more or less damage than others. In any case, when a character is hit with an item, the chunk of health that is lost flashes red briefly before disappearing completely, leaving a black space in its place. If a character catches the ball before it hits the ground, the character that was hit by the ball will not lose health. If a character is hit by a special attack, a large amount of health will be lost. When their health is fully depleted, they are out, and sent into the box (the rest of the minigame if Bob-omb Dodge is played). The character's health will be instantly depleted if they fall into the water in [[DK Dock]]. To get back in, the player in the box must hit their target. When they do so, they are back in and get a small amount of their health regained. Getting hit even once causes them to be out again.
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===''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 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.


===''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.
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==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>[https://m1.nintendo.net/docvc/NUS/JPN/NSMJ/NSMJ_J.pdf ''Super Mario 64'' Japanese instruction booklet], pages 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>''Wario Land Advance: Yōki no Otakara'' Japanese instruction booklet, page 16.</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>''Wario Land Shake'' Japanese instruction booklet, page 16.</ref> <small>(''Wario Land: Shake It!'')</small>
|GerM=Heart bar (''Wario Land 4'')
|Jap4R=Raifu
|Ita=Energimetro<br>Cardiometro<ref>''Wario Land 4'' European instruction booklet, page 112.</ref>
|JapM=Power Meter
|ItaM=Energy Meter<br>Cardiometer (''Wario Land 4'')
|Jap2M=Smiley Meter
|Jap3M=Heart
|Jap4M=Life
|Fre=Jauge de Vie<ref>''Wario Land 4'' European instruction booklet, page 52.</ref> <small>(''Wario Land 4'')</small>
|FreM=Life Gauge
|Ger=Herzleiste<ref>''Wario Land 4'' European instruction booklet, page 32.</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
}}
}}


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*The Health Meter in the [[List of Super Mario Galaxy pre-release and unused content|pre-release]] version of ''[[Super Mario Galaxy]]'' originally had a total of eight sections, like in the first two 3D games of the [[Super Mario (series)|''Super Mario'' series]]. It featured the same coloration as in ''[[Super Mario 64]]'', although later the green and blue colors were switched.
*The Health Meter in the [[List of Super Mario Galaxy pre-release and unused content|pre-release]] version of ''[[Super Mario Galaxy]]'' originally had a total of eight sections, like in the first two 3D games of the [[Super Mario (series)|''Super Mario'' series]]. It featured the same coloration as in ''[[Super Mario 64]]'', although later the green and blue colors were switched.
*The Health Meter in the [[List of Mario Sports Mix pre-release and unused content|pre-release]] version of ''[[Mario Sports Mix]]'' looked very similar to the Health Meter from ''Super Mario Galaxy'' and [[Super Mario Galaxy 2|its sequel]], except it had four sections instead of just three.
*The Health Meter in the [[List of Mario Sports Mix pre-release and unused content|pre-release]] version of ''[[Mario Sports Mix]]'' looked very similar to the Health Meter from ''Super Mario Galaxy'' and [[Super Mario Galaxy 2|its sequel]], except it had four sections instead of just three.
*''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' are the only 3D games of the [[Super Mario (franchise)|''Super Mario'' franchise]] not to include a Health Meter, opting instead to use the power-up system of the 2D ''Super Mario'' platformers (except for ''[[Super Mario Bros. 2]]''), and, as such, are the only 3D ''Super Mario'' platformers to feature the [[Small Mario|Small form]].
*''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' are the only 3D games of the [[Super Mario (franchise)|''Super Mario'' franchise]] not to include a Health Meter, opting instead to use the power-up system of the 2D platformers in the ''Super Mario'' series (except for ''[[Super Mario Bros. 2]]''), and, as such, are the only 3D platformers of the ''Super Mario'' franchise to feature the [[Small Mario|Small form]].


==References==
==References==
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