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In the ''Mario'' series, the '''Health Meter''' is an on-screen indicator of how much health [[Mario]] (or another character) currently has left. It usually appears somewhere on the top of the screen, but can also appear in other locations on the screen as well.
{{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. The Health Meter varies from game to game on how many sections it has.


==History==
==History==
===''Super Mario 64''===
===''Super Mario'' series===
[[File:Power SM64.png|thumb|Mario's '''Health Meter''' as it appears in ''[[Super Mario 64]]''.]]
====''Super Mario Bros. 2''====
In ''[[Super Mario 64]]'', [[Mario]]’s Health Meter is normally not displayed on the screen until he takes considerable damage from falling or touching enemies, etc. When it does appear, it is displayed on the top middle of the screen. In this game, it is shaped like Mario’s head, with a circle in the middle which displays 8 health sections. When he takes damage, some of the sections will gradually disappear.
[[File:SMB2 Healthmeter.png|frame|left]]
[[File:SMB2 Health Meter Luigi.png|frame|right|The Life Gauge from ''Super Mario Bros. 2'' and its ''Super Mario All-Stars'' version, with [[Luigi]] sprites reflecting its status]]
The color of the health sections corresponds to the number of health sections that remain after he has taken damage: 8-7 sections = Blue, 6-5 sections = Green, 4-3 sections = Yellow, and 1-2 sections = Red. Mario can refill his Health Meter by collecting various coins: [[Coin|Yellow Coin]]s will replenish one section, [[Red Coin]]s will replenish two sections, and [[Blue Coin]]s will replenish five sections. He can also refill it by running through [[Spinning Heart]]s, which can be found in most if not all of the levels. The faster he runs through them, the more health he will regain.
In ''[[Super Mario Bros. 2]]'', the Health Meter (known as the '''Life Meter'''<ref>''Super Mario Advance'' manual, pg. 18</ref> or '''Life Gauge'''<ref>''[[Super Mario All-Stars Limited Edition]]'' manual, pg. 31</ref>) appears in the top left corner of the screen at the start of each [[level]], and it consists of two hexagons arranged vertically. These hexagons were later changed to hearts in the ''[[Super Mario All-Stars]]'' remaster of the original game as well as in ''[[Super Mario Advance]]''. Each section of the Life Gauge represents one hit point. Normally, the hexagons or hearts are red. When the player is damaged, however, one health section is lost, and it turns white instead of red (in the ''All-Stars'' remaster and the GBA [[reissue]], it turns concave and empties). The character [[Small Mario|shrinks]] when they have one hit point left; this state persists between levels and is the starting form for each life in ''Super Mario Advance''. This is the only game to feature both the Small form and a Health Meter, as well as the only 2D ''[[Super Mario (series)|Super Mario]]'' game with a Health Meter.
When the Health Meter reaches two sections, Mario will begin to pant when standing still, though he can still perform moves. If the Health Meter runs out at any time, Mario will lose a life and forcibly exit whatever level he is currently in (excluding Peach’s Castle). It will automatically go to zero if he is crushed by a [[Whomp]] or [[Thwomp]]. When he no longer has any lives left, he will be given a [[Game Over]].
 
In this game, Mario’s Health Meter also acts as his breath meter when he dives underwater. After diving underwater, the health sections will gradually deplete. When only two sections remain, an alarm will begin to go off; if Mario does not surface before the two chunks have completely run out, he will lose a life. On the flip side, if Mario remains in the water with his head above the water, the health meter will completely refill (excluding of course the water in [[Snowman's Land]], which actually depletes his health rather than replenishing it, regardless of whether or not his head is above water). It will also automatically refill immediately after Mario exits a level if it’s not already filled.
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===''Super Mario Sunshine''===
Sections of the Life Gauge can be replenished by collecting [[small heart]]s (which are bigger in the GBA reissue). These hearts can often be found floating upward from the ground after eight enemies have been defeated (in the original and ''All-Stars'' versions) or floating in place, appearing after a thrown object beats two enemies in a row, from [[Mega Guy|Big Shy Guy]]s or [[Big Ninji]]s thrown to the ground or beaten, from enemies beaten with [[Red Shell|shell]]s, from beaten [[Ostro]]s, or by pulling them up from [[grass]] (in the GBA version).
[[File:Life SMS.png|thumb|left|Mario's '''Health Meter''' in ''[[Super Mario Sunshine]]''. The top section has been blacked out.]]
In ''[[Super Mario Sunshine]]'', [[Mario]]’s Health Meter is appropriately shaped like a sun. Again, it will not visibly appear onscreen until Mario takes enough damage. When it appears, it will be positioned in the top right corner of the screen. There are once again 8 sections of health, which comprise the rays of the sun. The inside of the “sun meter” is a spiral shape, though this cannot be filled up.


It is normally a golden-orange color when completely filled, and each individual section will “flash” when completely filled. When Mario takes damage, the rays of the sun will gradually become blacked out to signify the loss of energy. When they have been blacked out, they will no longer flash. He can regain energy by collecting [[Coin|Yellow Coins]], which will refill one section, or [[Red Coin]]s, which will refill two sections ([[Blue Coins]] will no longer work in this game as they are traded for [[Shine Sprite]]s instead).
In most levels, there are up to two (three in ''Super Mario Advance'') [[Mushroom#Super Mario Bros. 2|Mushroom]]s hidden in [[Subspace]], which refill the Life Gauge and each increase its sections by one, up to four (five in ''Super Mario Advance''). It then reverts to just two health sections at the beginning of the next level.
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When the Health Meter has lost five sections of energy, an alarm will start to sound for the remaining three sections of health. As each section after this is gradually lost, the alarm will sound faster, and the energy sections will flash to match its warning. As it gets gradually lower, Mario will start to droop lower and lower, visibly getting weaker from the lack of energy. When it has been completely depleted, Mario will lose a life, or if he has no more to lose, will receive a [[Game Over]].
 
Like ''[[Super Mario 64]]'', this meter also doubles as Mario’s air meter when he is underwater, the only difference being that the entire meter turns blue when he swims underwater. The health sections will gradually begin to deplete when he swims underwater. When the meter depletes to three sections, an alarm will sound as it gets steadily lower, and will continue to do so until Mario collects a coin or returns to the surface.
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===''Super Mario Galaxy''===
====''Super Mario 64'' / ''Super Mario 64 DS''====
[[Image:LifeMeterSMG.PNG|110px|thumb|right|Mario's '''Health Meter''' in ''[[Super Mario Galaxy]]''.]]
{{multiframe|[[File:Power SM64.png]][[File:SM64DS Healthmeter.png]]|Mario's Power Meter from ''Super Mario 64'' and ''Super Mario 64 DS'', respectively|size=50+42|align=right}}
In ''[[Super Mario Galaxy]]'', the Health Meter will appear in the top righthand corner of the screen after [[Mario]] has taken considerable damage, or after Mario has remained inactive for a certain period of time. It is shaped like a circle (or arguably, a planet) and has a total of only 3 health sections as opposed to the 8 in the previous two games. Thus, Mario can lose a life in only three hits if he is not careful. If he has no lives left, he will get a [[Game Over]].
{{quote2|Return to the surface for air when the Power Meter runs low.|[[Sign]] in the [[Castle Grounds]]|[[Super Mario 64]]}}
 
In ''[[Super Mario 64]]'', [[Mario]]'s '''Power Meter''' is normally not displayed on the screen until he takes considerable damage from falling or touching enemies, etc. When it does appear, it is displayed in the top middle of the screen. When Mario takes damage, it appears by popping up a short distance below the top middle of the screen, and shortly, it moves to the top middle of the screen. Once it is full again, it disappears, except when Mario is in [[water]]. In this game, it is a wooden profile shaped like Mario's head, with a circle in the middle that displays eight wedges. When he takes damage, some of the wedges gradually disappear. As this happens, the color of the wedges changes to correspond to the number of them remaining: The wedges are {{color|'''blue'''|dodgerblue}} when there are at least seven, {{color|'''green'''|green}} when there are five or six, {{color|'''yellow'''|gold}} when there are three or four, and {{color|'''red'''|red}} when there are no more than two.
One of the new features of this game involves the inclusion of a new item called the [[Life Mushroom]], which will increase Mario’s Health Meter from 3 to 6 when it is collected. However, if at any time the health sections drop back below 4, the Health Bar will revert back to 3, until such time as another Life Mushroom is collected.


The coloration of the regular Health Meter in this game is as follows: 3 sections = Blue, 2 Sections = Yellow, and 1 section = Red. The additional 3 sections that are added as a result of the Life Mushroom are all colored green, and do not change color unless the Health Meter drops below 4.
Mario can refill his Power Meter by collecting various coins: [[Coin|Yellow Coins]] replenish one wedge, [[Red Coin]]s replenish two wedges, and [[Blue Coin]]s replenish five wedges. He can also refill it by [[dash|running]] through [[Spinning Heart]]s, which can be found in most if not all of the levels. The faster he runs through them, the more health he regains. The Power Meter also automatically refills immediately after Mario exits a level after collecting a [[Power Star]] if it is not already filled.
As neither [[Red Coin]]s nor [[Blue Coin]]s appear in this game, they cannot be used to refill Mario’s Health Meter when it gets low. Instead, he must seek out regular [[Coin|Yellow Coin]]s, which can be collected after defeating most enemies and will refill one section of his Health Meter. [[Purple Coin]]s make their first appearance in this game, but they do not affect the Health Meter in any way.
When the Health Meter drops below 2 (and there is only one section left), a warning alarm will begin to sound. This will continue until Mario is able to pick up at least one coin, which will fill it up again. Also, the Health Meter is different from Mario’s air meter when he swims underwater. The meter that does appear when he is underwater is similar to the meter that appears when Mario is flying as [[Bee Mario]].  Mario will only start taking damage underwater when his air gauge is fully depleted.
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===''Super Mario Galaxy 2''===
In this game, Mario's Power Meter also acts as his breath meter when he is floating on the water. When he enters the water, the Power Meter shows at the top middle of the screen, even when he is on the surface of the water. After he goes underwater, the wedges gradually disappear. On the flip side, if Mario remains in the water with his head above it, the Power Meter completely refills to eight wedges. The [[freezing water]] in [[Snowman's Land]] and [[Chief Chilly Challenge]] (''[[Super Mario 64 DS]]'' only) depletes his wedges three times faster than normal water, even if he is on the surface of the freezing water, and the Power Meter cannot be replenished when Mario has his head above the freezing water.
The Health Meter in ''[[Super Mario Galaxy 2]]'' looks and behaves in exactly the same way as it did in its predecessor. One minor difference includes the fact that if the player collects a [[Life Mushroom]] while one is still in effect, he/she will receive a [[1-Up Mushroom|1-Up]]. This feature was not included in the previous game.
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==Gallery==
When the Power Meter has one or two wedges remaining, Mario begins to pant when standing still on the ground. This is only a cosmetic effect as he can still perform moves. When Mario is underwater, an alarm goes off. If the Power Meter runs out at any time, Mario loses a life and forcibly exits whatever level he is currently in (excluding the [[Peach's Castle|Mushroom Castle]], where he is just placed outside the building). When Mario lands on the ground after he is forced to exit the level, the Power Meter refills all of the wedges, starting from one wedge. If Mario loses his last life, he is given a [[Game Over]].
<center><gallery>
Image:SMS Health Meter 8.JPG|<center>Mario's Health Meter in ''[[Super Mario Sunshine]]'' as it is displayed when he is underwater.
Image:SMG Health Meter 6.JPG|<center>Mario's Health Meter in ''[[Super Mario Galaxy]]'' after he has collected a [[Life Mushroom]].  
</gallery></center>


[[Category:Stat Points]]
In ''Super Mario 64'', when Mario gets swallowed by [[Cheep Chomp|Bubba]], all of the wedges remaining disappear simultaneously.
 
The Power Meter appears again in the remake ''Super Mario 64 DS'', now with a black outline around it. It acts the same, though with two additions: When the player changes characters or when they grab a Power Star that does not force the character out of a level, such as a [[Bowser]] stage Red Coin Star or a 100-Coin Star, the Power Meter fully refills. Also, if the player is under the [[smoke|strange toxic cloud]] and one or two wedges are left, the alarm that sounds while the player is underwater sounds. The Power Meter depletes or replenishes multiple wedges at a slower speed than in ''Super Mario 64''.
 
While the Power Meter shows only eight wedges, Mario's health actually ranges from 0 to 2,176, with each wedge representing 256 units of HP. In most cases, the lower limit is 255, at which point Mario loses a life.<ref>UncommentatedPannen (July 21, 2016). [https://www.youtube.com/watch?v=XeGNpeFOOCY HP]. ''YouTube''. Retrieved November 11, 2018.</ref>
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====''Super Mario Sunshine''====
[[File:Life SMS.png|thumb|left|Mario's life meter in ''Super Mario Sunshine'']]
In ''[[Super Mario Sunshine]]'', Mario's life meter is shaped like a stylized sun, with a polygonal spiral shape at the center. Again, it does not visibly appear onscreen until Mario takes damage. When it appears, it is positioned in the top right corner of the screen. There are once again eight sections of health, with each section represented as a sunray around the central spiral.
 
The life meter is normally a golden orange color when completely filled, and each individual section "flashes." When Mario takes damage, the rays of the sun gradually become blacked out to signify the loss of energy. When they have been blacked out, they no longer flash. He can regain energy by collecting normal coins, which refill one section, or Red Coins and Blue Coins, which refill two sections. Energy can also be regained by collecting a [[1-Up Mushroom]], which completely replenishes every section of the life meter immediately upon collection.
 
When the life meter has lost five sections of energy, an alarm starts to sound for the remaining three sections of health. As each section after this is gradually lost, the alarm sounds faster, and the energy sections flash to match its warning. As it gets gradually lower, Mario starts to droop lower and lower, visibly getting weaker from the lack of energy. When it has been completely depleted, Mario loses a life. If he has no remaining lives, he receives a Game Over. The life meter is automatically fully depleted if Mario falls in [[lava]] or [[poison (obstacle)|toxic water]], gets crushed, fails a timed Red Coin challenge, or loses a race to [[Il Piantissimo]]. Also, if Mario touches open flames or [[Spike Trap|spike]]s in [[Corona Mountain]], his health is rapidly depleted, usually resulting in quick life-loss.
 
[[File:SMSHealthMeter.png|thumb|100px|Mario's life meter in ''Super Mario Sunshine'' as it is displayed when he is underwater]]
Unlike in ''Super Mario 64'', there is a separate meter for Mario's air meter when he is underwater. This meter is blue, and the health sections continually deplete underwater. Air can be replenished by surfacing, touching air bubbles, or collecting coins or 1-Ups (which restore air at an equivalent rate to health). Mario also flashes red and an alarm sounds as the meter depletes. If the air meter is fully depleted, Mario immediately loses a life, regardless of his remaining health. When the meter is depleted to three sections, an alarm sounds as it gets steadily lower, and it continues to do so until Mario collects a coin or 1-Up, returns to the surface, or loses a life.
{{br}}
 
====''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''), and falling from high heights no longer inflicts damage at all.
 
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.
 
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.
 
As in previous games, [[coin]]s can be collected to refill one section of Mario's life meter, and they can be found by [[stomp]]ing enemies and hitting certain [[Brick Block|Brick]]s or [[? Block]]s, among many other methods. [[Purple Coin]]s do not affect the life meter in any way.
 
When the life meter has one wedge left, a warning alarm begins to sound, and Mario will breathe heavily in exhaustion if he stands still. This continues until Mario is able to pick up at least one coin, which fills the life meter up again. Also, as in ''Super Mario Sunshine'', the life meter is separate from Mario’s air meter when he swims underwater. The meter that does appear when he is underwater is similar to the meter that appears when Mario is [[fly]]ing as [[Bee Mario]]. Mario starts taking damage underwater only when his air gauge has been fully depleted, at which point his life meter is quickly depleted as well.
 
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.
 
====''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.
 
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.
<gallery>
SMO Six Health Pre-release.png|Early version
SMO Normal Health Meter.png|Mario's default Health Meter in ''Super Mario Odyssey''
SMO Health Meter Blue Extra Health.png|Mario's Health Meter in ''Super Mario Odyssey'' after he has collected a Life-Up Heart
SMO Assist Mode Health Meter.png|Mario's default Health Meter in ''Super Mario Odyssey'' while playing in Assist Mode
</gallery>
 
===''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}}
In ''[[Yoshi's Story]]'', the '''Smile Meter''' (or '''Smilometer''')<ref>''Official UK Nintendo Magazine'' Issue 65, page 28.</ref> is a version of the Health Meter depicted as a smiling flower with white petals and a round nose that appears in the upper left-hand corner of the screen during gameplay. Normally, the Smile Meter has a total of eight sections, signified by the eight white petals positioned around the circular center of the smiling flower. In addition to displaying the health of the [[Baby Yoshi]]s, the Smile Meter also represents their current [[point|mood]].
 
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 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.]]''
<center>
<gallery>
SmileMeter.jpg|Artwork of the Smile Meter with all its petals (left) and without any petals (right)
</gallery>
</center>
{{br}}
 
===''Super Smash Bros.'' series===
{{main-external|SmashWiki|Damage}}
In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], the Health Meter always appears at the bottom of the screen, except in ''[[Super Smash Bros. for Nintendo 3DS]]'', in which it is displayed on the Touch Screen. It acts as a damage counter that displays the amount of damage that a particular character has taken as a percentage. The higher the percentage goes, the more damage the character has taken. As the character takes more damage, the color of the percentage gradually changes from white to a dark red, with yellow being a middle gradient introduced in ''Super Smash Bros. for Nintendo 3DS'' / ''[[Super Smash Bros. for Wii U|Wii U]]'', and the character simultaneously becomes easier for the opponents to KO them. The highest amount of damage a character can possibly take is 999%. [[List of Super Smash Bros. series items#Food|Food]], [[List of Super Smash Bros. series items#Heart Container|Heart Container]]s, [[List of Super Smash Bros. series items#Fairy Bottle|Fairy Bottle]]s, and [[List of Super Smash Bros. series items#Maxim Tomato|Maxim Tomato]]es can help reduce the amount of damage that a character has taken. In all games, the Health Meter appears for each character that participates in a match. Starting in ''Super Smash Bros. for Nintendo 3DS'' / ''Wii U'', characters with 100% of damage or higher begin to emit smoke. Starting in ''[[Super Smash Bros. Ultimate]]'', the percentage is displayed to one decimal place.
 
Aside from displaying the damage of a character, the Health Meter also displays other information. For example, in ''[[Super Smash Bros. Brawl]]'', the name of the character is always displayed directly under the damage percentage, and an icon of the character's face is displayed to the left of the damage percentage (at the top in the earlier games). The symbol signifying the series that the character comes from appears behind the damage percentage. In Stock matches, up to five circles (represented as character heads in every game except ''Super Smash Bros. Brawl'') appear above the damage percentage, representing the amount of [[List of Super Smash Bros. series items#Stock Ball|stock]] that the character currently has left. One of the circles disappears for every time that the character is flung off the screen. When the character has no circles left, the character is defeated and is out for the remainder of the match. In Time matches, the number of KOs is shown above the damage percentage. A point is earned or lost if the character KOs an opponent or gets KO'd, respectively. In Coin Matches, the number of coins in hand is displayed.
 
There is a second type of damage counter in the series: hit points (HP). This is used for some bosses (such as [[List of Super Smash Bros. series bosses#Master Hand|Master Hand]] and [[List of Super Smash Bros. series bosses#Crazy Hand|Crazy Hand]]) and, starting in ''[[Super Smash Bros. Melee]]'', players in Stamina Mode. When a character is hit by an attack, their HP decreases. If a character's HP reaches zero, they will enter a fainting animation. Bosses will be defeated, and players will lose their stock.
<gallery>
Saffron Donkey Star.png|''[[Super Smash Bros.]]''
HealthMeter Melee.png|''[[Super Smash Bros. Melee]]''
SSBB Healthmeter.png|''[[Super Smash Bros. Brawl]]''
HomeRun3DS.jpg|''[[Super Smash Bros. for Nintendo 3DS]]''
BattlefieldMatchStartSSBWiiU.jpg|''[[Super Smash Bros. for Wii U]]''
</gallery>
 
===''Mario Party'' series===
The Health Meter appears in various boss [[minigame]]s throughout the [[Mario Party (series)|''Mario Party'' series]]. It can be represented as hearts or a bar. In most boss minigames, the boss's health is at least halfway gone when the health bar drops past the white line in the middle and turns red. Once the boss's health is depleted, the minigame is won. As of ''[[Mario Party 9]]'', the player who deals the final blow gets an extra point bonus to their score. In some minigames, players also have a Health Meter, and when they lose all health, they lose the minigame.
<gallery>
Mp4 fb3.png|''[[Mario Party 4]]''
Frightmare.png|''[[Mario Party 5]]''
StarShowdown1.png|''[[Mario Party 8]]''
Feed and Seed MPDS.png|''[[Mario Party DS]]''
MP9 Bowser Jr Breakdown.png|''[[Mario Party 9]]''
Bowser'sSkyScuffleMinigameFinish.jpg|''[[Mario Party: Island Tour]]''
Mega Blooper's Bubble Battle MP10.png|''[[Mario Party 10]]''
MPSR Petey Piranha's Shell Smackdown.png|''[[Mario Party: Star Rush]]''
Top100TheFinalBattle! 4.png|''[[Mario Party: The Top 100]]''
</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.
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===''Super Princess Peach''===
[[File:Vibe Gauge.png|thumb|left]]
In ''[[Super Princess Peach]]'', the player's Health Meter starts with three hearts (equal to six points of health) on it, but the player can get more from [[Toad]]'s Shop by buying [[Tough Coffee]], although each level is started with only three full hearts filled in. When the player takes damage or falls into a [[Pit|bottomless pit]], they lose half of a heart on the Health Meter. When [[Princess Peach]]'s Health Meter is fully depleted, the Game Over screen appears, and she must return to the map screen to try again. [[Perry]] refers to health as [[Heart Point|HP]].
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===''Donkey Kong Country'' series===
[[File:Health bar DKCTF.png|thumb|Donkey Kong and [[Diddy Kong]]'s health bar]]
In ''[[Donkey Kong Country Returns]]'', ''[[Donkey Kong Country Returns 3D]]'', and ''[[Donkey Kong Country: Tropical Freeze]]'' (and [[Donkey Kong Country: Tropical Freeze (Nintendo Switch)|its Nintendo Switch port]]), the [[Kong]]s' health is measured in [[Heart (item)|hearts]]. [[Donkey Kong]] naturally has two hearts&mdash;two more if he carries a partner with him, as well as an additional one if a [[Heart Boost]] is equipped. [[Banana Juice]] adds ten (five in "New Mode" in ''Donkey Kong Country Returns 3D'') non-refillable hearts to the Health Meter. Each time the Kongs get damaged, they lose one heart from their Health Meter. If all of their hearts have been depleted, they lose one life. Their health is instantly depleted if they fall into a [[pit]] or [[lava]] or hit anything while riding a [[Mine Cart]] or a [[Rocket Barrel]]. Hearts can be found along the way and are used to replenish the primates' health bar. The latter game also has separate Health Meters for Mine Carts and Rocket Barrels, with two hearts each; in ''Donkey Kong Country Returns'' and ''Donkey Kong Country Returns 3D'', they have only one heart each, despite the Kongs' current health.
 
===''Mario Sports Mix''===
[[File:MSM Health Meter 1.png|frame|The Health Meter in ''Mario Sports Mix'']]
[[File:MSM Behemoth.png|left|thumb|Behemoth's Health Meter]]
The Health Meter in ''[[Mario Sports Mix]]'' is used only in [[Mario Sports Mix#Dodgeball|dodgeball]] matches, as well as the dodgeball minigame [[Bob-omb Dodge]]. It is shaped like a circle with a black line going down the top half of its middle and ending at the circle's center. Depending on the character that the player is currently using, the icon shown in the top corner of the Health Meter changes accordingly. The player should note that in this game, the Health Meter appears along the top of the screen for every character that is currently playing. This Health Meter also appears in the game's final battle against [[Behemoth]] and the [[Behemoth King]].
 
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.
 
===''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''===
[[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 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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===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==
*[[Heart Point]]
 
==Names in other languages==
{{foreign names
|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>
|JapR=Pawā Mētā
|Jap2=にこにこメーター <small>(''Yoshi's Story'')</small>
|Jap2R=Nikoniko Mētā
|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>
|Jap3R=Hāto
|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>
|Jap4R=Raifu
|JapM=Power Meter
|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
}}
 
==Trivia==
[[File:SMG Beta Health Meter.png|thumb|300px|The second pre-release Health Meter design from ''Super Mario Galaxy'']]
*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.
*''[[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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