History Main / LifeMeter

1st Feb '16 2:56:21 PM Pseudoname
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* In ''Videogame/{{Evolve}}'', the hunter's health is show as a bar to the left of their screen. Portions of it will be greyed out as you take strikes, reducing your maximum health. Other hunters health can be seen above their heads and the monster's health is a bar at the top of the screen, regardless of side.
12th Dec '15 11:51:37 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%.
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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%.0%, and the Ultimate lifebar, which depletes on anything below a Flawless, not just combo-breaking judgements.
6th Dec '15 6:04:14 AM badalamentink
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* Webcomic/AwfulHospital has the traditional hearts for Fern.
28th Nov '15 11:33:14 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 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}}''. Later ports (for Japanese home computers, the AppleMacintosh, SNES, TurboGrafx16 and SegaCD) UsefulNotes/SegaCD) changed this to a set of potions, identical in appearance to the games' {{healing potion}}s.
27th Nov '15 9:30:20 PM MyFinalEdits
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* Shows up in the games ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2''. They even come with one when you are swimming: if you stay underwater too long, you will drown. ** The one in ''64'' actually ''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''. They even come with one when you are swimming: if you stay underwater too long, you will drown. ** The one in ''64'' actually ''doubles'' 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.]]
27th Nov '15 8:01:15 PM Prfnoff
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** The one in ''64'' actually ''doubles'' as Mario's health ''and'' oxygen, 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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** The one in ''64'' actually ''doubles'' as Mario's health meter ''and'' oxygen, OxygenMeter, leading to a [[GoodBadBugs glitch where you can completly refill Mario's health by dunking in some water and coming up for air.]]

* The second and third ''StreetsOfRage'' have a standard health bar for players and {{Mooks}}, but a boss' health bar is slightly different from the player's. In game 2, the boss' health bar was shown in blue and the number of stars under their name showed how many health bars they had. By the 3rd game, they changed the stars to a number next to the health bar, which makes it look like the amount of "lives" the boss had. Once all the extra bars of health were gone, the boss' life bar would be shown in yellow/red like any other enemy. On higher difficulty levels, even some {{Mooks}} can have multiple bars of health like a boss. * The swordsmanship minigame in the old computer game ''Sword of the Samurai'' (programmed by SidMeier of ''VideoGame/{{Civilization}}'' fame) has an interesting spin on it, in keeping with the game's feel, which is to contain absolutely no anachronisms. Each time a combatant takes a hit, a brush draws the strokes in the kanji for 'life'; when it is complete, they die.
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* The second and third ''StreetsOfRage'' ''VideoGame/StreetsOfRage'' have a standard health bar for players and {{Mooks}}, but a boss' health bar is slightly different from the player's. In game 2, the boss' health bar was shown in blue and the number of stars under their name showed how many health bars they had. By the 3rd game, they changed the stars to a number next to the health bar, which makes it look like the amount of "lives" the boss had. Once all the extra bars of health were gone, the boss' life bar would be shown in yellow/red like any other enemy. On higher difficulty levels, even some {{Mooks}} can have multiple bars of health like a boss. * The swordsmanship minigame MiniGame in the old computer game ''Sword of the Samurai'' (programmed by SidMeier of ''VideoGame/{{Civilization}}'' fame) ''VideoGame/SwordOfTheSamurai'' has an interesting spin on it, in keeping with the game's feel, which is to contain absolutely no anachronisms. Each time a combatant takes a hit, a brush draws the strokes in the kanji for 'life'; when it is complete, they die.
27th Nov '15 7:56:16 PM Prfnoff
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* In ''ComicStrip/{{Garfield}} and his Nine Lives'', Garfield's health is represented by [[TrademarkFavoriteFood lasagna]].
15th Nov '15 10:44:09 AM HashiriyaR32
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** The ''Kaido Battle'' series also featured a twist in this system. Running out of life does not equal an instant loss if you're either ahead of your opponent, or are following close enough so the meter won't start draining.
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** The ''Kaido Battle'' series spin-off also featured a twist in this system. Running out of life does not equal an instant loss if you're either ahead of your opponent, or are following close enough so the meter won't start draining. Also, as there are both defined start and finish points, you could also win be [[HoldTheLine crossing the finish line first]].
28th Oct '15 12:19:20 PM kyojikasshu
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* The ''VideoGame/NinjaGaiden'' franchise represents Ryu Hayabusa's health with a life bar. In the NES games, the life bar is presented Franchise/{{Castlevania}}-style, showing sixteen hit points for Ryu as well as each level boss throughout the game.

* ''VideoGame/SuperStarWars'' has it as a lightsaber on the upper left corner of the screen.
17th Oct '15 2:31:43 PM MyFinalEdits
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* In ''VideoGame/RogueSquadron'' there is a small icon of the current starship on screen. Damage taken changes the icon's color. It's blue (After obtaining a powerup to increase them) and goes through green to yellow as your shields take damage, then orange to red if you continue to get shot up before your shields recharge. ** In the following sequels, the icon was converted into a small, fully 3D wireframe of the ships (humans for on foot missions) surrounded by a thinning circle which would swerve as you moved around, but would spin if you took any damage, the speed and intensity which increased depending on how strong. This would result in incredibly erratic spinning if you were continuously taking fire, though it gets kinda funny when it happens to the human wireframe. *** Both games feature an instant shield recharge option if you were low while using a ship that had a R2 unit. Though if you get hit again, you'll lose it before you can press it.
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* In ''VideoGame/RogueSquadron'' there is a small icon of the current starship on screen. Damage taken changes the icon's color. It's blue (After obtaining a powerup to increase them) and goes through green to yellow as your shields take damage, then orange to red if you continue to get shot up before your shields recharge. ** recharge. In the following sequels, the icon was converted into a small, fully 3D wireframe of the ships (humans for on foot missions) surrounded by a thinning circle which would swerve as you moved around, but would spin if you took any damage, the speed and intensity which increased depending on how strong. This would result in incredibly erratic spinning if you were continuously taking fire, though it gets kinda funny when it happens to the human wireframe. *** wireframe. Both games feature an instant shield recharge option if you were low while using a ship that had a R2 unit. Though if you get hit again, you'll lose it before you can press it.
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