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


==History==
==History==
===''Super Mario'' series===
===''Super Mario'' series===
====''Super Mario Bros. 2''====
====''Super Mario Bros. 2''====
[[File:SMB2 Healthmeter.png|frame|left]]
[[File:SMB2 Healthmeter.svg|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 Health Meter from ''Super Mario Bros. 2'', 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 appears in the top-left corner of the screen at the start of each level, and consists of two hexagons arranged vertically. These hexagons were later changed to hearts in the ''[[Super Mario All-Stars]]'' remake of the original game as well as in ''[[Super Mario Advance]]''. Each section of the Health Meter represents one hit point each. Normally, the hexagons or hearts will be colored red. When the player is attacked by enemies however, one health section will be lost, and will turn white instead of red (in the remakes, it will turn blue). The character will shrink when only one health section remains.  


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 Health Meter can be replenished by collecting [[Small Heart|hearts]]. These hearts can often be found floating upward from the ground after a number of enemies have been defeated. In each level, there are two [[Mushroom#Super Mario Bros. 2|Mushroom]]s hidden in [[Subspace]] which will each increase the sections of the Health Meter by one, up to a maximum of four (five in ''Super Mario Advance''). It will then revert back 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 / 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.
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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 Health 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]]}}
[[File:HealthMeterSuperMarioKun.png|thumb|left|The Health Meter in the ''Super Mario-Kun''.]]
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 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 eight health sections. When he takes damage, some of the sections will gradually disappear.


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.
The color of the health sections corresponds to the number of health sections that remain after he has taken damage: eight to seven are {{color|'''blue'''|blue}}, six to five are {{color|'''green'''|green}}, four to three are {{color|'''yellow'''|goldenrod}}, and two to one are {{color|'''red'''|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 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 at the surface of the water. After he goes underwater, he takes one wedge of damage every eight seconds. On the flip side, if Mario remains in the water with his head above it, the Power Meter completely refills to eight wedges, even if the damage was not caused by water. The [[freezing water]] in [[Snowman's Land]] and [[Chief Chilly Challenge]] (''[[Super Mario 64 DS]]'' only) depletes his health 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.
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 [[Princess Peach's Castle|Peach’s Castle]]). When he no longer has any lives left, he will be 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 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 sections have completely run out, he will lose a life and drown. On the flip side, if Mario remains in the water with his head above the water, the Health Meter will completely refill to 8 (excluding 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 after collecting a [[Power Star]] if it’s not already filled.


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.
The Health Meter appears again in the remake, ''[[Super Mario 64 DS]]'', where it is the same.


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''.
In volume 16 of the ''[[Super Mario-Kun]]'', which is mostly adapted from ''Super Mario 64'', the Health Meter occasionally displays Mario's power level, usually at a very low point.
 
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>
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====''Super Mario Sunshine''====
====''Super Mario Sunshine''====
[[File:Life SMS.png|thumb|left|Mario's life meter in ''Super Mario Sunshine'']]
[[File:Life SMS.png|thumb|left|Mario's Health Meter in ''Super Mario Sunshine'' with one section depleted.]]
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.
In ''[[Super Mario Sunshine]]'', [[Mario]]'s Health Meter is appropriately shaped like a sun. Again, it will not visibly appear onscreen until Mario takes damage. When it appears, it will be positioned in the top right corner of the screen. There are once again eight 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.


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.  
[[File:SMSHealthMeter.png|thumb|100px|Mario's Health Meter in ''Super Mario Sunshine'' as it is displayed when he is underwater.]]
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 normal [[Coin]]s, which will refill one section, or [[Red Coin]]s and [[Blue Coin]]s, which will refill two sections. Energy can also be regained by collecting a [[1-Up Mushroom]], which will completely replenish every section of the Health 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.
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. And if he has no more to lose, he will receive a [[Game Over]]. It will automatically be fully depleted if Mario falls in [[Lava]], touches [[Spike (obstacle)|Spikes]], gets crushed, fails a timed Red Coin challenge, or loses a race to [[Il Piantissimo]].


[[File:SMSHealthMeter.png|thumb|100px|Mario's life meter in ''Super Mario Sunshine'' as it is displayed when he is underwater]]
Unlike ''[[Super Mario 64]]'', there is a separate meter for Mario's air meter when he is underwater, the only difference being that the entire meter is blue and that the health sections will continually deplete underwater. When the meter is depleted 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.
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.
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====''Super Mario Galaxy''====
====''Super Mario Galaxy'' and ''Super Mario Galaxy 2''====
[[File:SMG Health Meter.png|frame|Mario's life meter in ''Super Mario Galaxy'']]
[[File:LifeMeterSMG.PNG|frame|Mario's Health Meter in ''Super Mario Galaxy'' and ''Super Mario Galaxy 2''.]]
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 Health Meter appears in the top right hand corner of the screen after [[Mario]] or [[Luigi]] has taken considerable damage, 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 the eight in the previous two games. Thus, he can lose a life in only three hits if he is not careful. If he has no lives left, the game will be over.
 
[[File:SMGHealthMeter.png|frame|left|Mario's Health Meter in ''Super Mario Galaxy'' and ''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 will increase Mario’s Health Meter from three to six when it is collected. However, if at any time the health sections drop back below four, the Health Meter will revert back to three, until another Life Mushroom is collected.


One of the new features of this game involves the inclusion of a new item called the [[Life Mushroom]], which increases Mario's life meter from three to six when it is collected. However, if at any time the health sections drop back below four, the life meter will revert to a maximum of three sections until another Life Mushroom is collected.
[[File:SMG2 Healthmeter Daredevil.png|thumb|x100px|Mario's Health Meter in ''Super Mario Galaxy'' and ''Super Mario Galaxy 2'' under Daredevil Comet conditions.]]
The coloration of the regular Health Meter in this game is as follows: three sections is {{color|'''light blue'''|turquoise}}, two is {{color|'''yellow'''|goldenrod}}, 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 do not change color unless the Health Meter drops below four.


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.
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]]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.


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 Health Meter drops below two (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 has been fully depleted, at which point his Health Meter will be quickly depleted as well.


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.
Note that Mario's Health Meter will automatically be decreased to just one health wedge at the beginning of every [[Daredevil Comet]] level (the only difference being that no alarm will sound under these conditions). Mario will then have to complete the level without taking damage even 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.
In this game, a number of different factors can cause Mario's Health Meter to be depleted immediately, including falling into a [[Black Hole]], being crushed, falling into sand or [[Poisoned Water]], touching [[Dark Matter]], or failing a timed [[Purple Comet]], [[Speedy Comet]], or [[Cosmic Comet]] challenge.  


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 Health Meter in ''[[Super Mario Galaxy 2]]'' looks and behaves in the same way as it did in its predecessor. One minor difference includes the fact that if the player collects another [[Life Mushroom]] while one is still in effect, they will receive a [[1-Up]]. However, this will only work if all six sections of the Health Meter are filled when [[Mario]] collects the second Life Mushroom. If they are not, then the second Life Mushroom will only refill the Health Meter back to six, instead of giving Mario a 1-Up. This feature was not included in the previous game.
In this game, Mario's Health Meter will be depleted immediately if he falls into a [[Black Hole]], is crushed by a [[Thwomp]], [[Whomp]], [[Rhomp]], or [[Tox Box]], falls into sand, touches [[Dark Matter]], or fails a timed [[Purple Comet]], [[Speedy Comet]], or [[Romp Comet]] challenge.
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====''Super Mario Galaxy 2''====
====''Super Princess Peach''====
[[File:SMG2 Healthmeter Daredevil.png|thumb|x100px|left|Mario's life meter in ''Super Mario Galaxy 2'' under Daredevil Comet conditions]]
[[File:Vibe Gauge.PNG|thumb|left]]
[[File:SMGHealthMeter.png|thumb|100px|right|Mario's life meter in ''Super Mario Galaxy 2'' after he has collected a Life Mushroom]]
In ''[[Super Princess Peach]]'', the health meter reappears. The player starts with 3 hearts on it, but the player can get more from [[Toad]]'s Shop. When the player falls into a [[Bottomless Pit]], they will lose some sections of the health meter. When their health meter is depleted immediately, it will be [[Game Over|game over]], and they will return to the map screen for the player to try again.
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''====
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; if his air meter runs out, he loses one section of health every five seconds until his air is refilled. 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.


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. Mario does not have an air meter in Assist Mode and therefore cannot take damage for being underwater too long. 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.
===''Yoshi'' series===
<gallery>
====''Yoshi's Story''====
SMO Six Health Pre-release.png|Early version
[[File:yS Healthmeter.png|frame|The Health Meter as seen in the game ''Yoshi's Story''.]]
SMO Normal Health Meter.png|Mario's default Health Meter in ''Super Mario Odyssey''
In ''[[Yoshi's Story]]'', the Health Meter (or '''Smile Meter''', as it is also called in this game) is depicted as a smiling flower which appears in the upper left-hand corner of the screen during gameplay. Normally, the Health Meter will have 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 Health Meter in this game also represents the [[Yoshi's Mood|current mood]] of the Baby Yoshis.
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
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''===
When a Baby Yoshi takes damage from touching enemies or other hazards, the petals will begin to gradually fall away from the center of the flower, starting with the topmost left petal and going counterclockwise. It is also recommened that Baby Yoshis should not eat some things such as [[Pepper]]s or [[Black Shy Guy]]s because they will lose petels from the Smile Meter unless it is [[Black Yoshi]] or [[White Yoshi]]. In addition, the face of the flower will slowly change from a smile to a frown. When this happens, the color of the face on the flower will also change and the music will wind down (but not to a halt) a happy version to a "sad" version (pitch lowers greatly as well as the speed slowing down greatly). The face will start out being orange, and will turn yellow as health is lost, eventually turning blue when no flower petals remain at all.
[[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>{{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]].


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.
A Baby Yoshi can only take damage up to eight times before the flower will start frowning (as there are only eight petals on the flower). If the Baby Yoshi is hit one additional time while the flower's face is frowning, the little dinosaur will faint and be captured by [[Baby Bowser]]'s [[Toadies]]. The player can regain health by having a Baby Yoshi eat various [[fruit]]. When the Baby Yoshi eats fruit, any lost petals will return to the flower and it will begin smiling once again.
 
The Baby Yoshis can take damage only up to nine times. The Smile Meter loses one petal when a Baby Yoshi eats something he dislikes. The Smile Meter loses three petals when a Baby Yoshi touches an enemy or a certain hazard. Being hit one additional time while the flower's face is frowning results in the Baby Yoshi fainting and being captured by [[Baby Bowser]]'s [[Toady|Toadies]]. The Baby Yoshis can regain their health by eating [[fruit]] or enemies or collecting a [[Special Heart]], regenerating lost petals and making the flower begin smiling again.
 
A flower that resembles the Smile Meter appears in the minigame [[Loves Me...?]] from ''[[Super Mario 64 DS]]'' and ''[[New Super Mario Bros.]]''
<center>
<gallery>
SmileMeter.jpg|Artwork of the Smile Meter with all its petals (left) and without any petals (right)
</gallery>
</center>
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===''Super Smash Bros.'' series===
====''Yoshi Topsy-Turvy''====
{{main-wiki|SmashWiki|Damage}}
[[File:YNG Health Meter 1.png|frame]]
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 ''[[Yoshi Topsy-Turvy]]'', the Health 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 represent one section of health, for a total of eight sections. This variation of the Health Meter is very similar to the one from ''[[Yoshi's Story]]'' in both shape and color.


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.
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 will begin to be reflected by the sun's expression. It will start out being orange with sunglasses and a large smile. When some rays have been lost, its color will fade to a gold-yellow, it will lose its sunglasses, and its smile will diminish slightly.


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.
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 will turn blue and begin frowning. If Yoshi sustains any more damage after this, he will lose a life.  
<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===
====''Yoshi's Woolly World''====
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.
In ''[[Yoshi's Woolly World]]'', when Yoshi takes damage, the Health Meter appears around Yoshi as a circle with hearts. One heart represents one health section, up to 20 hearts. When one heart is left, heart will look cracked and the Health Meter will always show, alerting the player to get more hearts.  
<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''===
===''Mario Sports Mix''===
[[File:MSM Health Meter 1.png|frame|The Health Meter in ''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]]
[[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]].
The Health Meter in ''[[Mario Sports Mix]]'' is used only in [[Mario Sports Mix#Dodgeball|dodgeball]] matches, as well as the dodgeball mini-game [[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 will change accordingly. The player should note that in this game, the Health Meter will appear along the top of the screen for every character that is currently playing. This Health Meter also appeared 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.
When the player's character is hit by a dodgeball or another item, such as a [[Bob-omb]], some health will be lost. The amount of health lost will depend on the item the character is hit with, as certain items will 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 will flash red briefly before disappearing completely, leaving a black space in its place. If a character is hit by a special attack, a large amount of health will be lost. If the Health Meter for a certain character is depleted completely, that character will be out for the rest of the match (rest of the mini-game if Bob-omb Dodge is played).
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===''Puzzle & Dragons: Super Mario Bros. Edition''===
===''Super Smash Bros.'' series===
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.
[[File:SSBB Healthmeter.png|thumb|Mario's Health Meter in ''Super Smash Bros. Brawl''.]]
 
[[File:HealthMeter Melee.png|thumb|left|146px|Donkey Kong's Health Meter from ''Super Smash Bros. Melee''.]]
===''Yoshi's Woolly World'' / ''Poochy & Yoshi's Woolly World''===
In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], the Health Meter always appears on the bottom of the screen. It acts as a damage counter which 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 will gradually change from white to a dark red, and the character will simultaneously become easier for the opponents to KO them. The highest amount of damage a character can possibly take is 999%. [[Food]], [[Heart Container]]s and [[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.
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''===
Aside from displaying the damage of a character, the Health Meter will also display other information. For example, in ''Super Smash Bros. Brawl'', the name of the character will always be displayed directly under the damage percentage, and an icon of the character's face will be 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 will appear behind the damage percentage. In Stock matches, up to five circles (represented as character heads in the first two ''Super Smash Bros.'' games) will appear above the damage percentage representing the amount of [[Stock Ball|Stock]] that the character currently has left. One of the circles will disappear for every time that the character is flung off the screen. When the character has no circles left, they will be defeated and the character will be 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 numbers of coins in hand is displayed.
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''===
==See Also==
[[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]]
*[[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|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>
|JapN=''Super Mario 64''
|JapR=Pawā Mētā
|Jap2=にこにこメーター
|Jap2N=''Yoshi's Story''
|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>
|Jap3N=''Wario Land 4''
|Jap3R=Hāto
|Jap4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref>
|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
}}


==Trivia==
==Trivia==
[[File:SMG Beta Health Meter.png|thumb|300px|The second pre-release Health Meter design from ''Super Mario Galaxy'']]
*[[File:SMG_betalife.PNG|thumb|right|300px|The second beta Health Meter design from ''Super Mario Galaxy''.]]The Health Meter in the [[List of Super Mario Galaxy beta elements|beta]] version of ''[[Super Mario Galaxy]]'' originally had a total of eight sections, like in the first two ''[[Super Mario (series)|Super Mario]]'' games. It featured the same coloration as in ''[[Super Mario 64]]'', although later the green and blue colors were switched.
*The Health Meter in the [[List of Super Mario Galaxy pre-release and unused content|pre-release]] version of ''[[Super Mario Galaxy]]'' originally had a total of eight sections, like in the first two 3D games of the [[Super Mario (series)|''Super Mario'' series]]. It featured the same coloration as in ''[[Super Mario 64]]'', although later the green and blue colors were switched.
*The Health Meter in the [[List of Mario Sports Mix beta elements|beta]] version of ''[[Mario Sports Mix]]'' looked very similar to the Health Meter from ''[[Super Mario Galaxy]]'' and [[Super Mario Galaxy 2|its sequel]], except for the fact that it had four sections instead of just three.
*The Health Meter in the [[List of Mario Sports Mix pre-release and unused content|pre-release]] version of ''[[Mario Sports Mix]]'' looked very similar to the Health Meter from ''Super Mario Galaxy'' and [[Super Mario Galaxy 2|its sequel]], except it had four sections instead of just three.
*A flower that resembles the Health Meter from ''[[Yoshi's Story]]'' appeared in the minigame [[Loves Me...?]] from ''[[Super Mario 64 DS]]''.
*''[[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]].
*''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' are the only 3D ''Mario'' games to not include a health meter, opting instead to use the traditional 2D powerup system.
 
*The ''Super Mario All-Stars'' manual incorrectly refers to the empty hearts in the Health Meter to be white, even though it was changed from white to blue compared to the original game.
==References==
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{{Yoshi's Story}}
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[[Category:Wario Land 4]]
[[Category:Wario Land: Shake It!]]
[[Category:Yoshi Topsy-Turvy]]
[[Category:Yoshi's Story]]
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