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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—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]]'', 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. 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, 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, the player begins each level with 10 hearts. In [[Easy Mode|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 ''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.
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.
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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>
|JpnN=''Super Mario 64''
|JapN=''Super Mario 64''
|JpnR=Pawā Mētā
|JapR=Pawā Mētā
|Jpn2=にこにこメーター
|Jap2=にこにこメーター
|Jpn2N=''Yoshi's Story''
|Jap2N=''Yoshi's Story''
|Jpn2R=Nikoniko Mētā
|Jap2R=Nikoniko Mētā
|Jpn3=ハート<ref>{{cite|title=''Wario Land Advance: Yōki no Otakara'' instruction booklet|page=16|language=Japanese|publisher=Nintendo|date=2001}}</ref>
|Jap3=ハート<ref>{{cite|title=''Wario Land Advance: Yōki no Otakara'' instruction booklet|page=16|language=Japanese|publisher=Nintendo|date=2001}}</ref>
|Jpn3N=''Wario Land 4''
|Jap3N=''Wario Land 4''
|Jpn3R=Hāto
|Jap3R=Hāto
|Jpn4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref>
|Jap4=ライフ<ref>{{cite|title=''Wario Land Shake'' instruction booklet|language=Japanese|publisher=Nintendo|date=2008|page=16}}</ref>
|Jpn4N=''Wario Land: Shake It!''
|Jap4N=''Wario Land: Shake It!''
|Jpn4R=Raifu
|Jap4R=Raifu
|JpnM=Power Meter
|JapM=Power Meter
|Jpn2M=Smiley Meter
|Jap2M=Smiley Meter
|Jpn3M=Heart
|Jap3M=Heart
|Jpn4M=Life
|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>
|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''
|FreN=''Wario Land 4''
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}}
}}


==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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