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History Main / LifeMeter

17th May '16 1:54:53 PM Willbyr
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* While ''VideoGame/KingdomHeartsII'' and all following games used a green bar with green squares underneath representing the amount of health bars left for enemies, ''KingdomHearts I'' and the GBA game ''Chain of Memories'' used colored, multi layered health bars. This was kind of a problem in [=KH1=] with [[BonusBoss Sephiroth]], as he had so much health the developers ran out of colors to use, so he has all the normal colors up to purple and an additional invisible bar.

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* While ''VideoGame/KingdomHeartsII'' and all following games used a green bar with green squares underneath representing the amount of health bars left for enemies, ''KingdomHearts I'' ''VideoGame/KingdomHeartsI'' and the GBA game ''Chain of Memories'' used colored, multi layered health bars. This was kind of a problem in [=KH1=] with [[BonusBoss Sephiroth]], as he had so much health the developers ran out of colors to use, so he has all the normal colors up to purple and an additional invisible bar.
16th Apr '16 11:37:49 PM Maniago
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* ''VideoGame/TheJungleBook'': Mowgli has one, and so do all the bosses. In most versions of the game, the bar is an image of the characters head, of which the color slowly drains every time they take a hit. In the NES version, itís a red heart that slowly drains of color whenever a character takes a hit.
12th Apr '16 4:00:01 AM StarTropes
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[[AC:AnimeAndManga]]

* Duelists in ''Anime/YuGiOh'' have meters to keep track of their life points.
11th Apr '16 2:43:01 PM Willbyr
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** The original ''WanganMidnight'' arcade game, being based on ''Shutokou Battle'', also has this system, but you can also win by [[HoldTheLine being ahead of your opponents when the time runs out]]...unless you are on the last stage's second phase, in which case the time limit is disabled, so the only way to win is to run down the bosses' meters.

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** The original ''WanganMidnight'' ''VideoGame/WanganMidnight'' arcade game, being based on ''Shutokou Battle'', also has this system, but you can also win by [[HoldTheLine being ahead of your opponents when the time runs out]]...unless you are on the last stage's second phase, in which case the time limit is disabled, so the only way to win is to run down the bosses' meters.
11th Apr '16 7:15:31 AM SAMAS
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Bosses, especially a DamageSpongeBoss, will usually have a layered meter that has to be depleted several times, often changing color as each one goes down.
11th Apr '16 12:07:16 AM Javer
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** The pre-FinalBoss, Unnamed 290, inverts this: it has a "Satisfaction Gauge" that starts ''empty'' and needs to be ''filled'' to at least Level 1 before [[TimeLimitBoss time runs out]] by shooting it.
** Inverted again with the Level 3 FinalBoss, Garland. It starts with an empty boss meter that is filled up by shooting Garland. If the meter is filled and the "Did you forget something?" dialogue triggers before the time limit runs out, the game moves on to the TrueFinalBoss; otherwise the game just ends there.



** The pre-FinalBoss, Unnamed 290, inverts this: it has a "Satisfaction Gauge" that starts ''empty'' and needs to be ''filled'' to at least Level 1 before [[TimeLimitBoss time runs out]] by shooting it.
** Inverted again with the Level 3 FinalBoss, Garland. It starts with an empty boss meter that is filled up by shooting Garland. If the meter is filled and the "Did you forget something?" dialogue triggers before the time limit runs out, the game moves on to the TrueFinalBoss; otherwise the game just ends there.



* Shows up in the games ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2''. The one in ''64'' doubles as Mario's health meter ''and'' OxygenMeter, leading to a [[GoodBadBugs glitch where you can completly refill Mario's health by dunking in some water and coming up for air.]]

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* Shows up in the games ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2''. ''VideoGame/SuperMarioGalaxy2'' as a colored ball divided into three to eight wedges, depending on the game. The one in ''64'' doubles as Mario's health meter ''and'' OxygenMeter, leading to a [[GoodBadBugs glitch where you can completly completely refill Mario's health by dunking in some water and coming up for air.]]



* ''VideoGame/ViewtifulJoe'' had bosses with multi layered life meters, deplete the top most layer and you start working on the next one. They where color coded to show roughly how many hp were left, as an absolute unit, not percent.

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* ''VideoGame/ViewtifulJoe'' had bosses with multi layered multi-layered life meters, meters; deplete the top most layer topmost layer, and you start working on the next one. They where color coded one of a different color. Stronger bosses had more and more meters to show roughly how many hp were left, as an absolute unit, not percent.whittle down.



* The life meters in ''VideoGame/TheWorldEndsWithYou'' are vertically-oriented bars, and extend into both screens along the right side. Either half of the meter could be gone, gone, gone, but you're both still fighting until the whole thing is gone. It refills after every battle (counting a chain reduction battle as a single one). The bar itself is green, with empty sections of bar as gray. Bosses also have a life meter that depletes from each side of the screen and has a second, yellow bar over the green one.

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* The life meters in ''VideoGame/TheWorldEndsWithYou'' are vertically-oriented bars, and extend into both screens along the right side. Either half of the meter could be gone, gone, gone, but you're both still fighting until the whole thing is gone.empty. It refills after every battle (counting a chain reduction battle as a single one). The bar itself is green, with empty sections of bar as gray. Bosses also have a life meter that depletes from each side of the screen and has a second, yellow bar over the green one.
10th Apr '16 11:55:50 PM Javer
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* In ''VideoGame/{{Ib}}'', the characters' lives are represented by roses with a number showing how many hitpoints they have left. The more damage they take, the more wilted their rose becomes. If it becomes a bare stalk, it's Game Over.

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* In ''VideoGame/{{Ib}}'', the characters' lives are represented by characters carry around colored roses with a that are tied to their life force and appear in your inventory. A number showing in the corner of the screen indicates how many hitpoints hit points they have left. The more damage they take, the more wilted their the rose becomes. wilts. If it your rose becomes a bare stalk, it's Game Over.Over.
** As a twist, the connection also works in reverse - rejuvenating a rose in water will heal its owner, and directly damaging it (by plucking out petals, for instance) will harm them.



* ''VideoGame/MegaManLegends'' features a health bar and a "life shield". When the shield is active (the health bar is black), taking a hit will deactivate the shield first, turning the health bar red. Any attacks received while the bar is red will apply damage to your health directly, but the shield will usually restore after a few seconds. If the shield is deactivated too many times, or Mega Man gets hit by a really strong attack, the shield will "break" and not reactivate until you use a shield repair item. The sequel just deals damage normally.

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* ''VideoGame/MegaManLegends'' features a yellow health bar and bar, as well as a "life shield". When the shield is active (the health bar bar's background is black), taking a hit will deactivate the shield first, turning disrupt it, causing the health bar to glow red. Any attacks received while the bar is red will apply damage to your health directly, but before the shield can repair itself will usually restore after a few seconds. hurt more than usual. If the shield is deactivated disrupted too many times, or times (or if Mega Man gets hit by takes a really strong attack, the shield heavy blow), it will "break" and not reactivate won't regenerate until you use a shield repair item. The sequel just deals damage normally.
10th Apr '16 10:29:41 PM Jdb1984
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* ''VideoGame/PitfallTheMayanAdventure'' had an alligator creeping up on a picture of Harry, getting closer as he took damage. You lose a life if the alligator chomps him.
10th Apr '16 4:47:36 PM samf359
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* ''VideoGame/{{Heretic}}'' had a numerical life meter, but also a red gem on a chain that moved from right to left as health decreased. This interface was carried over to the first ''Hexen'' game as well.

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* ''VideoGame/{{Heretic}}'' had a numerical life meter, but also a red gem on a chain that moved from right to left as health decreased. This interface was carried over to the first ''Hexen'' ''{{Videogame/Hexen}}'' game as well.
10th Apr '16 4:43:30 PM samf359
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** RockBand's crowd meter isn't a straight life meter in multiplayer, either - if the meter itself hits bottom, the entire band fails out automatically. However, each member has a slider on the meter, and if a member's slider hits bottom, they fail out, and the meter starts being drained until all failed members are recovered. The amount of the meter that is filled is around the average of the band member's positions on the meter.

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** RockBand's ''RockBand'''s crowd meter isn't a straight life meter in multiplayer, either - if the meter itself hits bottom, the entire band fails out automatically. However, each member has a slider on the meter, and if a member's slider hits bottom, they fail out, and the meter starts being drained until all failed members are recovered. The amount of the meter that is filled is around the average of the band member's positions on the meter.
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