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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 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.


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 more health he regains. The Power Meter also automatically refills immediately after Mario exits a level after collecting a [[Power Star]] if it is not already filled.


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.
In this game, Mario's Power Meter also acts as his breath meter when he is floating on the water. When he enters the water, the Power Meter shows at the top middle of the screen, even when he is on the surface of the water. After he goes underwater, the wedges gradually disappear. On the flip side, if Mario remains in the water with his head above it, the Power Meter completely refills to eight wedges. The [[freezing water]] in [[Snowman's Land]] and [[Chief Chilly Challenge]] (''[[Super Mario 64 DS]]'' only) depletes his wedges three times faster than normal water, even if he is on the surface of the freezing water, and the Power Meter cannot be replenished when Mario has his head above the freezing water.


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 the wedges, 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. This instant depletion does not happen in the DS remake, although the player character still instantly loses a life.
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====''Super Mario Odyssey''====  
====''Super Mario Odyssey''====  
After an absence in ''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' (due to those games using the power-up system of the 2D 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.
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 Mario 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.
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 seas, 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 Mario 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.
<gallery>
<gallery>
SMO Six Health Pre-release.png|Early version
SMO Six Health Pre-release.png|Early version
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===''Donkey Kong Country'' series===
===''Donkey Kong Country'' series===
[[File:Health bar DKCTF.png|thumb|Donkey Kong and [[Diddy Kong]]'s health in ''[[Donkey Kong Country: Tropical Freeze]]'']]
[[File:Health bar DKCTF.png|thumb|Donkey Kong and [[Diddy Kong]]'s health bar]]
====''Donkey Kong Country Returns'' (''3D'' / ''HD'')====
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.
In ''[[Donkey Kong Country Returns]]'', its [[Nintendo 3DS]] [[Donkey Kong Country Returns 3D|port]], its [[Nintendo Switch]] [[Donkey Kong Country Returns HD|port]], the Kongs' have hearts which represent their health. The display is described as a '''heart count''' in the context of the [[Heart Boost]] item,<ref>{{cite|date=2013|title=''Donkey Kong Country Returns 3D'' digital instruction manual|publisher=Nintendo|language=en|page=12|quote=Adds one extra heart to your heart count.}}</ref><ref>{{cite|quote=Adds one extra heart to your heart count. The effect will be available until finishing or quitting the level.|title=''[[Donkey Kong Country Returns]]'' manual|page=25|date=2010|publisher=Nintendo of Europe|language=en}}</ref> but usually goes by '''hearts'''.<ref>{{cite|quote=Remaining hearts for Donkey Kong and Diddy Kong. This indicator is visible at all times.|title=''[[Donkey Kong Country Returns]]'' manual|page=16|date=2010|publisher=Nintendo of Europe|language=en}}</ref> It is displayed in the top left corner of the screen, and is the only user interface element to be on screen at all times in a level. [[Donkey Kong]], the main playable character, starts levels with two hearts and loses one each time he takes damage. Running out of hearts forces the player back to the start of the level or the most recent checkpoint (hosted by [[Professor Chops|tutorial pig]]) they used, spending a [[Red Balloon]] to do so if the player is not in Time Attack. To regain a lost heart, the player can collect a [[Heart (item)|heart]] or break open a [[DK Barrel]].
 
[[Diddy Kong]] also has two hearts, but his role is different in single player compared to multiplayer. In single player, if Diddy Kong is freed from a DK Barrel, he always stays on on Donkey Kong's back. Diddy Kong's hearts are displayed below Donkey Kong's, as part of the same user interface element. If they take damage, Diddy Kong loses hearts instead of Donkey Kong. This mechanic essentially extends the player's maximum hearts. If Diddy Kong is defeated, he falls away and the display for Donkey Kong's hearts returns to normal. In multiplayer, Diddy Kong is controlled separately, and can be off Donkey Kong's back. If so, he has his own user interface element for his hearts. He gains and loses hearts just as Donkey Kong. If Diddy Kong is on Donkey Kong's back, then Diddy Kong and Donkey Kong alternate losing hearts when the both of them take damage.<ref>{{cite|quote=If you take damage while the partner is on Donkey Kong's back, Donkey Kong and the partner will take turns losing health.|title=''Donkey Kong Country: Tropical Freeze'' Wii U electronic manual|language=en-us|format=PDF|date=2014|page=11|publisher=nintendo.com|accessdate=February 7th, 2025|deadlink=y|archive=web.archive.org/web/20170110153828/http://www.nintendo.com/consumer/downloads/manual-WiiU-Donkey_Kong_Country_Tropical_Freeze.pdf}}</ref>
 
[[Rambi]] can take damage, but does not have an equivalent to hearts and cannot be defeated. If the Kongs are riding Rambi, both Rambi and the Kongs take damage; unlike other games Rambi is not an additional hit point.
 
Certain kinds of damage instantly deplete all of Donkey Kong's and/or Diddy Kong's hearts. Falling into [[pit]]s, [[water]], or [[lava]] are examples, as is the destruction of a [[Barrel Cannon]] while Donkey Kong is still inside it. Most importantly, [[Mine Cart]]s and [[Rocket Barrel]]s do not have hearts: if they take damage they crash or explode respectively and drain all of the Kong's hearts. This is only partially true of Mine Carts the player jumps off of, as in that case if the player is jumping when a Mine Cart crashes the player's hearts are unaffected.
 
Two items can be purchased from [[Cranky Kong's Shop]], and equipped before a level from the inventory menu to affect the player in ways that indirectly affect their hearts. Only one item can be equipped per character, and they are displayed next to the player's hearts. The Heart Boost is an additional heart, which is lost before all other hearts and regained after all other hearts. The [[Banana Juice]] is displayed as a golden heart while in use but is unrelated to the hearts of the user interface. It blocks ten instances of damage that does not instantly defeat the player, with a number in its heart showing the remaining hits it can block.
 
In Mirror Mode, Donkey Kong only has one heart and Diddy Kong cannot appear. Further, hearts do not appear in levels and DK Barrels do not heal Donkey Kong. No items from Cranky Kong's Shop can be equipped, including the aforementioned ones.
 
In New Mode of ''Donkey Kong Country Returns 3D'' and Modern Mode of ''Donkey Kong Country Returns HD'', both Donkey Kong and Diddy Kong have three hearts instead of two. In New Mode, the player can equip three items at once. In Modern Mode, the player can equip nine items at once. In these modes, The Banana Juice can only block five hits, but this is balanced out indirectly by the ability to equip more than one. One item exclusive to these modes is a [[Crash Guard]], a version of Banana Juice specific to Mine Carts and Rocket Barrels. Its heart is blue, and it blocks two hits. Items in general are displayed next to the hearts, though two of the other new items do not affect them directly. If Mirror Mode is entered while in New Mode/Modern Mode, Donkey Kong's hearts are again reduced by one, but this means he has two hearts. Hearts still do not appear in levels and DK Barrels still do not heal Donkey Kong even though he can have a lost heart in
 
====''Donkey Kong Country: Tropical Freeze''====
''[[Donkey Kong Country: Tropical Freeze]]'' retains the mechanics from ''Donkey Kong Country Returns'', but calls it '''health'''.<ref>{{cite|quote=The top hearts show Donkey Kong's health, and the bottom hearts show the health of the partner.|title=''Donkey Kong Country: Tropical Freeze'' Wii U electronic manual|language=en-us|format=PDF|date=2014|page=10|publisher=nintendo.com|accessdate=February 7th, 2025|deadlink=y|archive=web.archive.org/web/20170110153828/http://www.nintendo.com/consumer/downloads/manual-WiiU-Donkey_Kong_Country_Tropical_Freeze.pdf}}</ref> [[Dixie Kong]] and [[Cranky Kong]] are introduced, and parallel Diddy Kong's mechanics in single player and multiplayer. This groups all three characters as "partners". Mine Carts and Rocket Barrels have their own health, consisting of two hearts, only crashing or exploding after losing the last one. Their health replaces the Kong's health while they are being used. Dixie Kong's [[Kong POW]] creates [[Gold Heart]]s, which can be collected to turn one of the hearts of the player's health golden. If the player takes damage with a golden heart, instead of losing a heart a golden heart reverts to normal.
 
Water can be [[swim|swam]] in, and therefore no longer drains all health. Players do have an air meter while underwater displayed to the left of health.<ref>{{cite|quote=You can restore the air
meter by touching bubbles, surfacing, or getting out of the water entirely.|title=''Donkey Kong Country: Tropical Freeze'' Wii U electronic manual|language=en-us|format=PDF|date=2014|page=10|publisher=nintendo.com|accessdate=February 7th, 2025|deadlink=y|archive=web.archive.org/web/20170110153828/http://www.nintendo.com/consumer/downloads/manual-WiiU-Donkey_Kong_Country_Tropical_Freeze.pdf}}</ref> The air meter is shared between Donkey Kong and his partner in single player but divided into a meter for each character in multiplayer if the other player is not on Donkey Kong's back. It gradually drains, and when it is empty the character takes damage instead. The air meter can be refilled by touching bubbles, breaking a DK Barrel, going to the surface, or leaving the water.
 
[[Funky's Fly 'n' Buy]] replaces Cranky Kong's Shop and offers most of the same options, including ones from New Mode/Modern Mode from ''Donkey Kong Country Returns''{{'}} ports. While the player can equip multiple items per level, the Heart Boost has been restricted to only one per character. Crash Guards are changed to only block one hit each. The [[Blue Balloon]] is a new item that restores the air meter one time if it is empty, before taking damage.
 
Hard Mode is similar to Mirror Mode from the prior game. While the player can play as any of the Kongs, including the partner characters, their health only consists of one heart, no items from the inventory can be equipped, and they cannot gain a partner character. Hard Mode once again prevents DK Barrels from healing the player.
 
In Funky Mode of the Nintendo Switch [[Donkey Kong Country: Tropical Freeze (Nintendo Switch)|port]], the normal player characters have three hearts as with New Mode/Modern Mode. This change further applies to Mine Carts and Rocket Barrels. The Crash Guard blocks three hits instead of one. Blue Balloons become Blue Balloon Bundles, which take effect three times. [[Funky Kong]] is a new playable character. Funky Kong's health has five hearts, though he cannot have a partner on his back. Funky Kong does not have an air meter, and so can stay underwater forever.


===''Mario Sports Mix''===
===''Mario Sports Mix''===
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===''Yoshi's Woolly World'' / ''Poochy & Yoshi's Woolly World''===
===''Yoshi's Woolly World'' / ''Poochy & Yoshi's Woolly World''===
In ''[[Yoshi's Woolly World]]'' and ''[[Poochy & Yoshi's Woolly World]]'', Yoshis have a health display.<ref>{{a|P&YWW}} digital manual, page 13: Health: ♦ When you have only one heart remaining, the health display will switch to ___ until you find more hearts."</ref> It appears only if a Yoshi stands still for a while or if he takes damage. The health display is a circle of hearts looping around the Yoshi, with all of his collected hearts displayed. If the Yoshi collects hearts, they add directly to his health display. Hearts fill in the health display starting from just past 90 degrees and proceed clockwise. The Yoshi can have a maximum of 20 hearts, which is indicated by all the hearts turning yellow. 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 in Classic Mode, the player must restart the level from the beginning, the last [[Checkpoint (Yoshi's Woolly World)|checkpoint]] they touched. In [[Easy Mode|Mellow Mode]], if the player runs out of hearts during a boss battle in a course, the player restarts from the exit of the boss door.
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, the player begins each level with 10 hearts. In Mellow Mode, the player begins each level with 20 hearts. A Yoshi loses five hearts every time he takes damage. A Yoshi can equip the "Higher defense!" {{id|Power Badge|YWW}}, which decreases the number of hearts lost per hit to three. The final heart is special; a Yoshi cannot lose it unless he takes damage while having only one heart.
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.
 
In ''Poochy & Yoshi's Woolly World'', Mellow Mode causes damage to remove only one heart, instead of five or three. This further means the "Higher defense!" Power Badge cannot be used in Mellow Mode. Aside from the health display, the player can look at the hearts in the Number of Items Collected on the Touch Screen to track a Yoshi's current hearts.


===''Yoshi's Crafted World''===
===''Yoshi's Crafted World''===
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====''Yoshi Demo''====
====''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 Demo]]'' also features the Smile Meter, which functions identically to its appearance in ''Yoshi's Story'', though the faces used, all of which are also from ''Yoshi's Story'', for the different states of the meter are different. At full health, the Smile Meter's face is its Super Happy face, seven to five petals is its face at full health, four to one petal is its face at partial health, no petals remaining is the same as in ''Yoshi's Story'', and Yoshi's defeat is its transitional shocked face.
==See also==
*[[Heart Point]]


==Names in other languages==
==Names in other languages==
{{foreign names
{{foreign names
|Jpn=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>{{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> <small>(''Super Mario 64'')</small>
|JpnN=''Super Mario 64''
|JapR=Pawā Mētā
|JpnR=Pawā Mētā
|Jap2=にこにこメーター <small>(''Yoshi's Story'')</small>
|Jpn2=にこにこメーター
|Jap2R=Nikoniko Mētā
|Jpn2N=''Yoshi's Story''
|Jap3=ハート<ref>{{cite|title=''Wario Land Advance: Yōki no Otakara'' instruction booklet|page=16|language=Japanese|publisher=Nintendo|date=2001}}</ref> <small>(''Wario Land 4'')</small>
|Jpn2R=Nikoniko Mētā
|Jap3R=Hāto
|Jpn3=ハート<ref>{{cite|title=''Wario Land Advance: Yōki no Otakara'' instruction booklet|page=16|language=Japanese|publisher=Nintendo|date=2001}}</ref>
|Jap4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref> <small>(''Wario Land: Shake It!'')</small>
|Jpn3N=''Wario Land 4''
|Jap4R=Raifu
|Jpn3R=Hāto
|JapM=Power Meter
|Jpn4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref>
|Jap2M=Smiley Meter
|Jpn4N=''Wario Land: Shake It!''
|Jap3M=Heart
|Jpn4R=Raifu
|Jap4M=Life
|JpnM=Power Meter
|Fre=Jauge de Vie<ref>{{cite|title=''Wario Land 4'' European instruction booklet|date=2001|language=fr|page=52|publisher=Nintendo of Europe}}</ref> <small>(''Wario Land 4'')</small>
|Jpn2M=Smiley Meter
|Jpn3M=Heart
|Jpn4M=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
|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>
|Ger=Herzleiste<ref>{{cite|title=''Wario Land 4'' European instruction booklet|date=2001|language=de|page=32|publisher=Nintendo of Europe}}</ref> <small>(''Wario Land 4'')</small>
|GerN=''Wario Land 4''
|GerM=Heart bar
|GerM=Heart bar
|Ita=Livello di vita<ref>{{cite|title=''[[Super Mario Bros. 2]]'' Italian manual|page=10}}</ref>
|Ita=Livello di vita<ref>{{cite|title=''[[Super Mario Bros. 2]]'' Italian manual|page=10}}</ref> <small>(''Super Mario Bros. 2'')</small>
|ItaN=''Super Mario Bros. 2''
|Ita2=Contatore di vita<ref>{{cite|title=''[[Super Mario All-Stars]]'' Italian manual|page=14}}</ref> <small>(''Super Mario All-Stars'')</small>
|Ita2=Contatore di vita<ref>{{cite|title=''[[Super Mario All-Stars]]'' Italian manual|page=14}}</ref>
|Ita3=Segna Potenza<ref>{{cite|title=''[[Super Mario 64]]'' European manual|date=1997|page=37|publisher=Nintendo of Europe}}</ref> <small>(''Super Mario 64'')</small>
|Ita2N=''Super Mario All-Stars''
|Ita4=Misuratore del Sorriso<ref>{{cite|title=''[[Yoshi's Story]]'' European manual|page=122|date=1998|publisher=Nintendo of Europe}}</ref> <small>(''Yoshi's Story'')</small>
|Ita3=Segna Potenza<ref>{{cite|title=''[[Super Mario 64]]'' European manual|date=1997|page=37|publisher=Nintendo of Europe}}</ref>
|Ita5=Energimetro<ref>{{cite|title=''[[Super Mario Sunshine]]'' Italian manual|page=12}}</ref> <small>(''Super Mario Sunshine'')</small>
|Ita3N=''Super Mario 64''
|Ita6=Misuratore vita<ref>{{cite|title=''[[Super Mario Advance]]'' European manual|page=107|language=it|date=2001|publisher=Nintendo of Europe}}</ref> <small>(''Super Mario Advance'')</small>
|Ita4=Misuratore del Sorriso<ref>{{cite|title=''[[Yoshi's Story]]'' European manual|page=122|date=1998|publisher=Nintendo of Europe}}</ref>
|Ita7=Cardiometro<ref>{{cite|title=''[[Wario Land 4]]'' European manual|page=112|publisher=Nintendo of Europe|date=2001|language=it}}</ref> <small>(''Wario Land 4'')</small>
|Ita4N=''Yoshi's Story''
|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> <small>(''Super Mario 64 DS'' manual, ''Super Mario Galaxy'', ''Super Mario Galaxy 2'')</small>
|Ita5=Energimetro<ref>{{cite|title=''[[Super Mario Sunshine]]'' Italian manual|page=12}}</ref>
|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> <small>(''Super Mario 64 DS'' in-game)</small>
|Ita5N=''Super Mario Sunshine''
|Ita10=Contatore di energia<ref>{{cite|title=''[[Super Mario All-Stars - 25th Anniversary Edition]]'' Italian manual|page=31}}</ref> <small>(''Super Mario All-Stars - 25th Anniversary Edition'')</small>
|Ita6=Misuratore vita<ref>{{cite|title=''[[Super Mario Advance]]'' European manual|page=107|language=it|date=2001|publisher=Nintendo of Europe}}</ref>
|Ita11=Indicatore di salute<ref>{{cite|title=''[[Super Mario Bros. 2]]'' Italian e-manual|page=6}}</ref> <small>(''Super Mario Bros. 2'', [[NES Classic Edition]] e-manual)</small>
|Ita6N=''Super Mario Advance''
|Ita12=Barra della salute<ref>{{cite|title=''[[Super Mario Bros. 2]]'' (3DS - [[Virtual Console]]) Italian e-manual|page=10}}</ref> <small>(''Super Mario Bros. 2'', [[Virtual Console]] e-manual)</small>
|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
|ItaM=Life level
|Ita2M=Life counter
|Ita2M=Life counter
Line 255: Line 213:
|Ita11M=Health indicator
|Ita11M=Health indicator
|Ita12M=Health bar
|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>
|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> <small>(''Wario Land 4'')</small>
|SpaN=''Wario Land 4''
|SpaM=Heart Meter
|SpaM=Heart Meter
}}
}}


==Notes==
==Trivia==
[[File:SMG Beta Health Meter.png|thumb|300px|The second pre-release Health Meter design from ''Super Mario Galaxy'']]
[[File:SMG Beta Health Meter.png|thumb|300px|The second pre-release Health Meter design from ''Super Mario Galaxy'']]
*The Health Meter in the [[List of Super Mario Galaxy pre-release and unused content|pre-release]] version of ''[[Super Mario Galaxy]]'' originally had a total of eight sections, like in the first two 3D games of the [[Super Mario (series)|''Super Mario'' series]]. It featured the same coloration as in ''[[Super Mario 64]]'', although later the green and blue colors were switched.
*The Health Meter in the [[List of Super Mario Galaxy pre-release and unused content|pre-release]] version of ''[[Super Mario Galaxy]]'' originally had a total of eight sections, like in the first two 3D games of the [[Super Mario (series)|''Super Mario'' series]]. It featured the same coloration as in ''[[Super Mario 64]]'', although later the green and blue colors were switched.
*The Health Meter in the [[List of Mario Sports Mix pre-release and unused content|pre-release]] version of ''[[Mario Sports Mix]]'' looked very similar to the Health Meter from ''Super Mario Galaxy'' and [[Super Mario Galaxy 2|its sequel]], except it had four sections instead of just three.
*The Health Meter in the [[List of Mario Sports Mix pre-release and unused content|pre-release]] version of ''[[Mario Sports Mix]]'' looked very similar to the Health Meter from ''Super Mario Galaxy'' and [[Super Mario Galaxy 2|its sequel]], except it had four sections instead of just three.
*''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'' are the only 3D games of the [[Super Mario (franchise)|''Super Mario'' franchise]] not to include a Health Meter, opting instead to use the power-up system of the 2D 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 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]].
==See also==
*[[Heart Point]]


==References==
==References==

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