History Main / LifeMeter

17th Nov '17 3:11:55 AM Cryoclaste
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* ''SpyroTheDragon'' and its sequels had a creative, if basic, adaptation: The dragonfly Sparx literally served as a health meter, changing colors from Gold at full health down to green, and then disappearing entirely. After that, a single hit would kill you. The game explained this by way of some vague protective magic Sparx generated. The later games stopped using Sparx as a health indicator and reverted to a conventional health meter, but for a good reason: The new combat system requires Spyro to have way more health than in previous games, which would have been difficult to show with Sparx.

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* ''SpyroTheDragon'' ''VideoGame/SpyroTheDragon'' and its sequels had a creative, if basic, adaptation: The dragonfly Sparx literally served as a health meter, changing colors from Gold at full health down to green, and then disappearing entirely. After that, a single hit would kill you. The game explained this by way of some vague protective magic Sparx generated. The later games stopped using Sparx as a health indicator and reverted to a conventional health meter, but for a good reason: The new combat system requires Spyro to have way more health than in previous games, which would have been difficult to show with Sparx.
16th Nov '17 5:37:58 PM MegaMarioMan
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** In the original game, it was a set of triangles, like in Jordan Mechner's previous game ''{{Karateka}}''. Later ports (for Japanese home computers, the UsefulNotes/AppleMacintosh, SNES, TurboGrafx16 and UsefulNotes/SegaCD) changed this to a set of potions, identical in appearance to the games' {{healing potion}}s.

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** In the original game, it was a set of triangles, like in Jordan Mechner's previous game ''{{Karateka}}''.''VideoGame/{{Karateka}}''. Later ports (for Japanese home computers, the UsefulNotes/AppleMacintosh, SNES, TurboGrafx16 and UsefulNotes/SegaCD) changed this to a set of potions, identical in appearance to the games' {{healing potion}}s.
10th Nov '17 7:59:57 AM KingLyger
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[[caption-width-right:324:Just don't get it down [[CriticalAnnoyance too low]].]]
1st Nov '17 2:50:17 PM xcountryguy
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Added DiffLines:


[[folder:Video Games]]


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[[/folder]]
1st Nov '17 2:48:24 PM xcountryguy
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* The ''VideoGame/StarFox'' games have a life bar for your character and most of the bosses (the general exceptions are some of the Final Bosses, such as Andross [[spoiler: except in ''Adventures'']] and the Slot Machine in the first game's alternate ending). In ''VideoGame/StarFox64'', Slippy provides the boss life meters and if he isn't around, either due to him being down or Fox being alone to fight Andross, the life meter will not show up.

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* The ''VideoGame/StarFox'' games have a life bar for your character and most of the bosses (the general exceptions are some of the Final Bosses, such as Andross [[spoiler: except [[spoiler:except in ''Adventures'']] and the Slot Machine in the first game's alternate ending). In ''VideoGame/StarFox64'', Slippy provides the boss life meters and if he isn't around, either due to him being down or Fox being alone to fight Andross, the life meter will not show up.



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* Fights taking place under the regulation of the DSAA in ''Manga/MagicalGirlLyricalNanohaVivid'' use the Crash Emulate system, which not only gives characters health bars, but simulates the pain that they would feel were they not under it's protection (such as concussions or broken bones). For some reason, SpinOff series ''Anime/VividStrike'' does not use Crash Emulate despite all the fights being in DSAA regulated tournaments. This results in characters receiving actual injuries, [[spoiler: like Mirua's ribs getting shattered.]]

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* Fights taking place under the regulation of the DSAA in ''Manga/MagicalGirlLyricalNanohaVivid'' use the Crash Emulate system, which not only gives characters health bars, but simulates the pain that they would feel were they not under it's its protection (such as concussions or broken bones). For some reason, SpinOff series ''Anime/VividStrike'' does not use Crash Emulate despite all the fights being in DSAA regulated tournaments. This results in characters receiving actual injuries, [[spoiler: like [[spoiler:like Mirua's ribs getting shattered.]]



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29th Oct '17 2:06:34 PM LucaEarlgrey
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** ''CROSS×BEATS''[='=]s and ''crossbeats REV.''[='=]s standard lifebar not only don't fail you instantly if your life hits 0%, but you clear the song as long as you have even a sliver of life at all when it ends; do note, however, that it takes a sufficient combo to raise your life by a signle tick. There's also the Survival lifebar, which starts at 100% and gives you an immediate stage failure if you ever hit 0%, and the Ultimate lifebar, which depletes on anything below a Flawless, not just combo-breaking judgements.

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** ''CROSS×BEATS''[='=]s and ''crossbeats REV.''[='=]s standard lifebar not only don't fail you instantly if your life hits 0%, but you clear the song as long as you have even a sliver of life at all when it ends; do note, however, that it takes a sufficient combo to raise your life by a signle tick. There's also the Survival lifebar, which starts at 100% and gives you an immediate stage failure if you ever hit 0%, and the Ultimate lifebar, which depletes on anything below a Flawless, not just combo-breaking judgements.judgements, meaning that it's entirely possible to fail a song ''without a combo break''.
22nd Oct '17 10:25:43 AM nombretomado
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* [[AvertedTrope Averted]], surprisingly, in a FightingGame. ''BushidoBlade'' and its sequel ''Bushido Blade 2'', is a game based around duels with melee weapons that's very unusual in the fact there are no life gauges whatsoever. You can literally be killed with a single blow.

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* [[AvertedTrope Averted]], surprisingly, in a FightingGame. ''BushidoBlade'' ''VideoGame/BushidoBlade'' and its sequel ''Bushido Blade 2'', is a game based around duels with melee weapons that's very unusual in the fact there are no life gauges whatsoever. You can literally be killed with a single blow.
13th Sep '17 4:51:03 PM nombretomado
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** In the original game, it was a set of triangles, like in Jordan Mechner's previous game ''{{Karateka}}''. Later ports (for Japanese home computers, the AppleMacintosh, SNES, TurboGrafx16 and UsefulNotes/SegaCD) changed this to a set of potions, identical in appearance to the games' {{healing potion}}s.

to:

** In the original game, it was a set of triangles, like in Jordan Mechner's previous game ''{{Karateka}}''. Later ports (for Japanese home computers, the AppleMacintosh, UsefulNotes/AppleMacintosh, SNES, TurboGrafx16 and UsefulNotes/SegaCD) changed this to a set of potions, identical in appearance to the games' {{healing potion}}s.
12th Sep '17 2:42:38 PM DavidCowie
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* ''VideoGame/DragonQuestVIII:'' Party members have a health bar and an HP counter (e.g. [=200/350=]). Their character models will also change if their health is very low. However, none of this applies to enemies -- there is no way of telling if they have 1 HP or 1000.
1st Aug '17 7:31:49 PM Malady
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** The same color convention -- red changing to green when poisoned -- was later used in ''{{Videogame/Nox}}''.

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** The same color convention -- red changing to green when poisoned -- was later used in ''{{Videogame/Nox}}''.''Videogame/{{Nox}}''.



** Same deal with ''VideoGame/Wolfenstein3D'' and the ''[[VideoGame/CatacombFantasyTrilogy Catacomb]]'' games (the sequels to the original ''Catacomb 3D'').

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** Same deal with ''VideoGame/Wolfenstein3D'' and the ''[[VideoGame/CatacombFantasyTrilogy Catacomb]]'' ''VideoGame/{{Catacomb|FantasyTrilogy}}'' games (the sequels to the original ''Catacomb 3D'').



* ''Dungeons of Daggorath'' for the UsefulNotes/ColorComputer had no visual indicator of the player's health, just a heartbeat sound that would quicken as the player got closer to death.

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* ''Dungeons of Daggorath'' ''VideoGame/DungeonsOfDaggorath'' for the UsefulNotes/ColorComputer had no visual indicator of the player's health, just a heartbeat sound that would quicken as the player got closer to death.



* ''EchoNight: Beyond'' uses an EKG monitor; Richard's heartrate jumps whenever he encounters ghosts, but will even out if the ghost is friendly. ''Hostile'' ghosts, on the other hand, along with other disturbing phenomena, can push his heartrate up much higher... Reaching 300+ immediately kills him.

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* ''EchoNight: ''VideoGame/EchoNight: Beyond'' uses an EKG monitor; Richard's heartrate jumps whenever he encounters ghosts, but will even out if the ghost is friendly. ''Hostile'' ghosts, on the other hand, along with other disturbing phenomena, can push his heartrate up much higher... Reaching 300+ immediately kills him.
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