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[[File:SMB2 Healthmeter.png|frame|left]]
[[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]]
[[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]]
In ''[[Super Mario Bros. 2]]'', the Health Meter (known as the '''Life Meter'''<ref>{{cite|language=en-us|date=2001|title=''Super Mario Advance'' manual|page=18|publisher=Nintendo of America}}</ref> or '''Life Gauge'''<ref>{{cite|language=en-us|date=2010|title=''[[Super Mario All-Stars Limited Edition]]'' manual|page=31|publisher=Nintendo of America}}</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 ''Super Mario Advance'', 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.
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.


Sections of the Life Gauge can be replenished by collecting [[small heart]]s (which are bigger in ''Super Mario Advance''). 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 ''Super Mario Advance'').
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).


In most levels, there are up to two (three in ''Super Mario Advance'') [[Mushroom#Super Mario Bros. 2 / Super Mario Advance|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.
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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====''Super Mario 64'' / ''Super Mario 64 DS''====
====''Super Mario 64'' / ''Super Mario 64 DS''====
{{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}}
{{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}}
{{quote|Return to the surface for air when the Power Meter runs low.|[[Sign]] in the [[Castle Grounds]]|[[Super Mario 64]]}}
{{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 blue when there are at least seven, green when there are five or six, yellow when there are three or four, and red when there are no more than two.
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.


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 faster they spin, but they gradually slow down. For every full spin they make, Mario heals one wedge. The Power Meter also automatically refills immediately after Mario exits a level after collecting a [[Power Star]] if it is not already filled.
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 faster they spin, but they gradually slow down. For every full spin they make, Mario heals one wedge. The Power Meter also automatically refills immediately after Mario exits a level after collecting a [[Power Star]] if it is not already filled.
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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 his health, starting from one wedge. If Mario loses his last life, he is given a [[Game Over]].
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 his health, starting from one wedge. If Mario loses his last life, he is given a [[Game Over]].


In ''Super Mario 64'', when Mario gets swallowed by [[Cheep Chomp|Bubba]], all of the wedges remaining disappear simultaneously. This instant depletion does not happen in the DS remake, although the player character still instantly loses a life.
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''.
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>{{cite|author=UncommentatedPannen|language=en|date=July 21, 2016|url=www.youtube.com/watch?v=XeGNpeFOOCY|title=HP|publisher=YouTube|accessdate=November 11, 2018}}</ref>
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 Galaxy''====
====''Super Mario Galaxy'' / ''Super Mario Galaxy 2''====
[[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''), and falling from high heights no longer inflicts damage at all.
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|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.


The coloration of the regular life meter in this game is as follows: Three sections are cyan, two are yellow, and one is red. The additional three sections that are added as a result of the Life Mushroom are all colored in green, and they do not change the color unless the life meter drops below four.
[[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.


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.
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.
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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.
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.
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====''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''====  
====''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 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, going inside the [[Odyssey]], or touching an unused [[Checkpoint Flag]] restores Mario's health to full. It can be extended to six with a [[Life-Up Heart]]. Unlike prior iterations, the meter has a flat, solid color appearance, and the cyan and green 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. The coins land in a circle around the place Mario died, so if they land on solid ground, he can pick them back up.
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 [[Easy Mode#Super Mario Odyssey|Assist Mode]], Mario starts with a default of six health wedges, which is extended to nine when he collects a Life-Up Heart. The Health Meter refills itself if he is idle for long enough. If he falls into a pit or poison, he loses one section (instead of dying and dropping ten coins) and is sent in a [[bubble]] back to his previous location (instead of the most recently activated checkpoint).<ref>{{cite|language=en|author=TheMightyTammos|date=October 15, 2017|url=www.youtube.com/watch?v=LUHl52HLOM0|title=Super Mario Odyssey - Travel Hints and Map|publisher=YouTube|accessdate=October 15, 2017}}</ref> The same occurs for Mario touching lava, though lava does not defeat him on contact. The meter is green when at six sections, lime green at five sections, yellow at four sections, amber at three sections, orange at two sections, and 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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SMO Six Health Pre-release.png|Early version
SMO Six Health Pre-release.png|Early version
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SMO Health Meter Blue Extra Health.png|Mario's Health Meter in ''Super Mario Odyssey'' after he has collected a Life-Up Heart
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
SMO Assist Mode Health Meter.png|Mario's default Health Meter in ''Super Mario Odyssey'' while playing in Assist Mode
Life Meter Assist Mode + Life Up SMO.jpg|Mario's Health Meter in ''Super Mario Odyssey'' while playing in Assist Mode, after he has collected a Life-Up Heart
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===''Yoshi's Story''===
===''Yoshi'' franchise===
====''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}}
In ''[[Yoshi's Story]]'', the '''Smile Meter''' (or '''Smilometer''')<ref>{{cite|language=en-gb|date=February 1998|title=''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]].
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 [[swallow|eating]] 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 eats 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 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.
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.


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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====''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}}


===''Super Smash Bros.'' series===
===''Super Smash Bros.'' series===
{{main-wiki|SmashWiki|Damage}}
{{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.
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.


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</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]]
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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.
{{br}}
{{br}}
===''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''===
===''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 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.
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.
{{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==
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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>{{cite|url=m1.nintendo.net/docvc/NUS/JPN/NSMJ/NSMJ_J.pdf|format=PDF|language=ja|date=1996|publisher=Nintendo|title=スーパーマリオ{{ruby|64|六十四(ろくじゅうよん)}} (''Sūpā Mario Rokujūyon'') instruction booklet|page=16 and 17}}</ref>
|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''
|JapN=''Super Mario 64''
|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
|SpaM=Heart Meter (''Wario Land 4'')
|Jap2N=''Yoshi's Story''
|Fre=Jauge de Vie<ref>''Wario Land 4'' European instruction booklet, page 52.</ref>
|Jap2R=Nikoniko Mētā
|FreM=Life Gauge (''Wario Land 4'')
|Jap3=ハート<ref>{{cite|title=''Wario Land Advance: Yōki no Otakara'' instruction booklet|page=16|language=Japanese|publisher=Nintendo|date=2001}}</ref>
|Ger=Herzleiste<ref>''Wario Land 4'' European instruction booklet, page 32.</ref>
|Jap3N=''Wario Land 4''
|GerM=Heart bar (''Wario Land 4'')
|Jap3R=Hāto
|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>
|Jap4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref>
|ItaM=Life level<br>Power Sign<br>Energy-meter<br>Life meter<br>Cardiometer<br>Energy indicator<br>Energy Indicator<br>Energy counter
|Jap4N=''Wario Land: Shake It!''
|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|date=2001|language=fr|page=52|publisher=Nintendo of Europe}}</ref>
|FreN=''Wario Land 4''
|FreM=Life Gauge
|Ger=Herzleiste<ref>{{cite|title=''Wario Land 4'' European instruction booklet|date=2001|language=de|page=32|publisher=Nintendo of Europe}}</ref>
|GerN=''Wario Land 4''
|GerM=Heart bar
|Ita=Livello di vita<ref>{{cite|title=''[[Super Mario Bros. 2]]'' Italian manual|page=10}}</ref>
|ItaN=''Super Mario Bros. 2''
|Ita2=Contatore di vita<ref>{{cite|title=''[[Super Mario All-Stars]]'' Italian manual|page=14}}</ref>
|Ita2N=''Super Mario All-Stars''
|Ita3=Segna Potenza<ref>{{cite|title=''[[Super Mario 64]]'' European manual|date=1997|page=37|publisher=Nintendo of Europe}}</ref>
|Ita3N=''Super Mario 64''
|Ita4=Misuratore del Sorriso<ref>{{cite|title=''[[Yoshi's Story]]'' European manual|page=122|date=1998|publisher=Nintendo of Europe}}</ref>
|Ita4N=''Yoshi's Story''
|Ita5=Energimetro<ref>{{cite|title=''[[Super Mario Sunshine]]'' Italian manual|page=12}}</ref>
|Ita5N=''Super Mario Sunshine''
|Ita6=Misuratore vita<ref>{{cite|title=''[[Super Mario Advance]]'' European manual|page=107|language=it|date=2001|publisher=Nintendo of Europe}}</ref>
|Ita6N=''Super Mario Advance''
|Ita7=Cardiometro<ref>{{cite|title=''[[Wario Land 4]]'' European manual|page=112|publisher=Nintendo of Europe|date=2001|language=it}}</ref>
|Ita7N=''Wario Land 4''
|Ita8=Indicatore di energia<ref>{{cite|date=2005|publisher=Nintendo of Europe|language=it|title=''[[Super Mario 64 DS]]'' European manual|page=99}}</ref><ref>{{cite|title=''[[Super Mario Galaxy]]'' Italian manual|page=13}}</ref><ref>{{cite|title=''[[Super Mario Galaxy 2]]'' Italian manual|page=14}}</ref>
|Ita8N=''Super Mario 64 DS'' manual, ''Super Mario Galaxy'', ''Super Mario Galaxy 2''
|Ita9=Indicatore Energia<ref>{{cite|title=''[[Super Mario 64 DS]]''|author=[[Sign]]|quote=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.|publisher=[[Nintendo]]|date=2005|language=it}}</ref>
|Ita9N=''Super Mario 64 DS'' in-game
|Ita10=Contatore di energia<ref>{{cite|title=''[[Super Mario All-Stars - 25th Anniversary Edition]]'' Italian manual|page=31}}</ref>
|Ita10N=''Super Mario All-Stars - 25th Anniversary Edition''
|Ita11=Indicatore di salute<ref>{{cite|title=''[[Super Mario Bros. 2]]'' Italian e-manual|page=6}}</ref>
|Ita11N=''Super Mario Bros. 2'', [[NES Classic Edition]] e-manual
|Ita12=Barra della salute<ref>{{cite|title=''[[Super Mario Bros. 2]]'' (3DS - [[Virtual Console]]) Italian e-manual|page=10}}</ref>
|Ita12N=''Super Mario Bros. 2'', [[Virtual Console]] e-manual
|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>{{cite|title=''Wario Land 4'' European instruction booklet|page=92|language=es-es|date=2001|publisher=Nintendo of Europe}}</ref>
|SpaN=''Wario Land 4''
|SpaM=Heart Meter
}}
}}


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<references/>
<references/>


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