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* ''VideoGame/Madman2022''
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* ''VideoGame/{{Conjoined}}'': In the bottom-left corner of the screen are four hearts that represent [[PlayerCharacter Stanley]]'s health.
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* ''VideoGame/SydneyHunterAndTheCurseOfTheMayan'': Located in the bottom-left corner of the screen, it resembles a line of hearts.
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* ''VideoGame/SleepTight2021'': At the foot of the bed is a line of hearts that act as your health. When you're attacked by a creature, one of them loses its colour.
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* ''VideoGame/{{HAAK}}'': Located in the top-left corner of the screen, it looks like a bunch of orange circles connected by orange lines.

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* The arcade game ''VideoGame/RollingThunder'' has an eight-unit life bar, though this feature is hardly necessary: [[CollisionDamage colliding with]] or getting punched by {{Mooks}} takes out half of the bar, and getting hit by ''any'' projectile [[OneHitKill kills the player outright]]! The NES port makes things a little bit more honest by having the life bar be only two units. The second game brought in the concept of
[[HeartContainer hidden items that can extend your max life]] to up to five units, allowing the player to potentially withstand two bullets.

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* The arcade game ''VideoGame/RollingThunder'' has an eight-unit life bar, though this feature is hardly necessary: [[CollisionDamage colliding with]] or getting punched by {{Mooks}} takes out half of the bar, and getting hit by ''any'' projectile [[OneHitKill kills the player outright]]! The NES port makes things a little bit more honest by having the life bar be only two units. The second game brought in the concept of
of [[HeartContainer hidden items that can extend your max life]] to up to five units, allowing the player to potentially withstand two bullets.



* 'VideoGame/TokyoXtremeRacer'':

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* 'VideoGame/TokyoXtremeRacer'':''VideoGame/TokyoXtremeRacer'':
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* The second ''VideoGame/{{Elvira}}'' game has a unique take on health meters in the form of an indicator representing the "health" of your head, torso, and each arm and leg. Losing all HP for a leg will hamper your mobility, while losing all HP for an arm reduces your carrying capacity. Losing all HP for your head and[=/=]or torso results in your grisly demise, as does losing all HP for both arms and both legs.

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* The ''VideoGame/EpicBattleFantasy'' series: In all the main games, and ''Adventure Story'', there is a bar in general that shows the players' HP:
** ''VideoGame/EpicBattleFantasy1'': Enemies also have a bar for their health too:
*** The player party's are at the bottom of the screen.
*** Enemies' only appear when you hit them, then fade away after a while.
** ''VideoGame/EpicBattleFantasy2'': The enemies and the players' are at the bottom of the screen.
** ''VideoGame/EpicBattleFantasy3'': For enemies too:
*** The enemies' are in the bottom right of the battle screen.
*** The party's is shown in the menus, and in the bottom left of the battle screen.
** ''VideoGame/EpicBattleFantasy4'': For both player party and enemies:
** When out of battle, the party's in the Party section of the screen in the bottom left corner, along with ManaMeter, ExperienceMeter, the Summon Points Meter, and how much money the party has. But it's also in the in the menus, and in the bottom left of the battle screen.
** The enemies' are in the bottom right of the battle screen.
** ''VideoGame/EpicBattleFantasy5''
** ''VideoGame/AdventureStory'': Only Matt, the protagonist, has such a meter, which is a HeartSymbol, making it also HeartsAreHealth.

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* The ''VideoGame/EpicBattleFantasy'' series: In all series:
** The mainline games place player healthbars in
the main games, and ''Adventure Story'', there is a bar in general that shows bottom-left of the players' HP:
** ''VideoGame/EpicBattleFantasy1'': Enemies also have a bar for their
screen, with enemy healthbars at the bottom-right. With the [[EarlyInstallmentWeirdness exception]] of the first game, enemy health too:
is displayed at all times during battle.
** The spinoffs universally make use of HeartsAreHealth:
*** The player party's are at ''VideoGame/AdventureStory'' uses a single heart to represent Matt's health, and a bar across the bottom of the screen.
*** Enemies' only appear when you hit them, then fade away after a while.
** ''VideoGame/EpicBattleFantasy2'': The enemies and the players' are at the bottom of the screen.
** ''VideoGame/EpicBattleFantasy3'': For enemies too:
*** The enemies' are in the bottom right of the battle screen.
*** The party's is shown in the menus, and in the bottom left of the battle screen.
** ''VideoGame/EpicBattleFantasy4'': For both player party and enemies:
** When out of battle, the party's in the Party section
top of the screen in the bottom left corner, along with ManaMeter, ExperienceMeter, the Summon Points Meter, and how much money the party has. But it's to represent a boss's health.
*** ''VideoGame/BulletHeaven''
also in the in the menus, and in the bottom left uses a single heart, whilst ''VideoGame/BulletHeaven2'' uses a row of the battle screen.
** The enemies' are in the bottom right of the battle screen.
** ''VideoGame/EpicBattleFantasy5''
** ''VideoGame/AdventureStory'': Only Matt, the protagonist, has such a meter, which is a HeartSymbol, making it also HeartsAreHealth.
them.

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* ''VideoGame/GenpeiToumaDen'' has a row of burning candles to represent the player character's life meter.

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* ''VideoGame/GenpeiToumaDen'' has a row of burning candles to represent the player character's Kagekiyo's life meter.meter. When his health gets low, a voice sample in Japanese can be heard that says "Like a candle, your life flickers in the wind!".


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* The 1990 ''Franchise/SpiderMan'' game for the various home computers at the time has Spider-Man's health represented by a screen-tall picture of him on the right that gradually turns into a skeleton(!) as he loses health.
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* ''VideoGame/CrossbowCrusade'': The PlayerCharacter's health bar is in the top-left corner of the screen, with various displays for weapons, money, and whatever else.

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* ''VideoGame/CrossbowCrusade'': The PlayerCharacter's health bar is in the top-left corner of the screen, with various displays for weapons, money, and whatever else.ticket.
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* ''VideoGame/CrossbowCrusade'': The PlayerCharacter's health bar is in the top-left corner of the screen, with various displays for weapons, money, and whatever else.
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* ''VideoGame/RedGoddessInnerWorld'': Located in the top-left corner of the screen is [[PlayerCharacter Divine]]'s health bar.

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* The arcade game ''VideoGame/RollingThunder'' has a segmented life bar, though this feature is hardly necessary: colliding with or getting punched by {{Mooks}} takes out half of the bar, and getting hit by any projectile kills the player outright!

to:

* The arcade game ''VideoGame/RollingThunder'' has a segmented an eight-unit life bar, though this feature is hardly necessary: [[CollisionDamage colliding with with]] or getting punched by {{Mooks}} takes out half of the bar, and getting hit by any ''any'' projectile [[OneHitKill kills the player outright!outright]]! The NES port makes things a little bit more honest by having the life bar be only two units. The second game brought in the concept of
[[HeartContainer hidden items that can extend your max life]] to up to five units, allowing the player to potentially withstand two bullets.

Added: 117

Changed: 115

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Sigh...


* ''VideoGame/AwayJourneyToTheUnexpected'': The PlayerCharacter's life meter is located in the top left corner of the screen, and represented by three hearts.

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* ''VideoGame/AwayJourneyToTheUnexpected'': ''VideoGame/AwayJourneyToTheUnexpected'':
**
The PlayerCharacter's life meter is located in the top left corner of the screen, and represented by three hearts.
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* ''VideoGame/SuperDungeonBros'': Each [[PlayerCharacter knight]] gets a life bar at the top of the screen. Boss life bars are on the bottom of the screen.
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* ''VideoGame/AwayJourneyToTheUnexpected'': The PlayerCharacter's life meter is located in the top left corner of the screen, and represented by three hearts.
** Enemies have their life meters located above them.
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* ''VideoGame/GingerBeyondTheCrystal'': Located in the top left corner of the screen, the health meter is represented by a branch with blue leaves on it. Each leaf represents two hit points.
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* ''VideoGame/NinjishGuyInLowResWorld'': At the bottom of the screen is a line of hearts that make up the PlayerCharacter's health. For each heart you lose, you have to start over at the beginning of the level.
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* ''VideoGame/Trophy2021'': In the top left corner of the screen is a vertical blue line that represent's [[PlayerCharacter Trophy]]'s health. It's likely meant to help emulate [[VideoGame/MegaManClassic the game's inspiration]].
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* ''VideoGame/TheLegendsOfOwlia'': In the top left corner of the screen, represented by a line of hearts.
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** In ''VideoGame/Halo5Guardians'', your shields and health go back to having separate meters, but both of them still recharge.

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** In ''VideoGame/Halo5Guardians'', your shields and health go back to having separate meters, but both of them still recharge. This system comes back effectively unchanged for ''[[VideoGame/HaloInfinite Infinite]]''.
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* ''VideoGame/{{Destiny}}'' and ''VideoGame/Destiny2'' inherit the regenerating health/shields system used in Bungie's ''Halo'' titles (see below), though with the added spin of players' stats determining how quickly one refills back to full (Recovery) and how much damage one can take before dying (called Armor in ''D1'' and Resilience in ''D2''). Visually, both games keep things simple: the bar stays white until one's shields are drained, with the last health segment turning red until regen starts. (Overshielding is represented in blue.)
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* ''VideoGame/TimothyVsTheAliens'': In the top left corner of the screen, it shows [[PlayerCharacter Timothy]]'s health and ammo.
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VideoGame.Pandemonium has been moved to VideoGame.Pandemonium 1996 for disambiguation purposes.


* ''VideoGame/{{Pandemonium}}'' uses the classic HeartContainer life meter. The sequel uses 4-segment discs, that can be layered by health expansions. However, during ''Hate Tank'' level the Tank has its own HP that is not shown, and for the battle with Mr. Schneobelen the health is displayed by the number of support columns left that hold the turret you deflect the attacks with (though his morning star attack can still hurt you directly).

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* ''VideoGame/{{Pandemonium}}'' ''VideoGame/Pandemonium1996'' uses the classic HeartContainer life meter. The sequel uses 4-segment discs, that can be layered by health expansions. However, during ''Hate Tank'' level the Tank has its own HP that is not shown, and for the battle with Mr. Schneobelen the health is displayed by the number of support columns left that hold the turret you deflect the attacks with (though his morning star attack can still hurt you directly).
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Added to the list; etc.


* ''VideoGame/SixTwoFiveSandwichStacker'' inverts this with the "ick-meter", which players need to ''avoid'' filling up. Players get one bar (out of three) filled in the ick-meter every time they catch an inedible item; if it's fully filled up, it's game over.



** All of the games, save for the first and sixth ones, use a life meter to determine the judge's patience with you. Screwing up costs you some life and an empty bar results in a guilty verdict/Game Over. Some screw ups can [[OneHitKill cost you your entire life bar]] and sometimes a character in the courtroom wants to up the ante by '''increasing''' your possible penalty (life bar loss). They are also used in the Magatama segments, where it's implied that they show Phoenix's soul state. (If you empty it Pearl says you should stop before your soul shatters, and if you finish the sequence you regain energy.)

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** All of the games, save for the first and sixth ones, use a life meter to determine the judge's patience with you. Screwing up costs you some life and an empty bar results in a guilty verdict/Game Over. Some screw ups screw-ups can [[OneHitKill cost you your entire life bar]] and sometimes a character in the courtroom wants to up the ante by '''increasing''' your possible penalty (life bar loss). They are also used in the Magatama segments, where it's implied that they show Phoenix's soul state. (If you empty it Pearl says you should stop before your soul shatters, and if you finish the sequence you regain energy.)



** Oddly, in ''Justice For All'', how well you did in court effects how much health you have in your Magatama investigations, and every time you start the trial the next day, your health is full again. However, during the last case, your Magatama health is restored in the middle of your investigation... but doesn't recover when you go to court the next day. Considering how troubling the last investigation segment is, you're likely only going to have a smidge-higher than half health, making almost all mistakes fatal.
** In ''Trials and Tribulations'', the Magatama meter is totally separate from the court meter (though the graphics do not reflect this). Meaning, in JFA, if you had 80% life at the end of an investigation, you'd start off the court session with 80%. In T&T, if you ended the first day investigation with 80%, you will not start Day 2 Trial with 80%, but with a full health bar. Only mistakes and health on its own section carries over to the next respective session. Taking the T&T example, if you ended the first day Investigation with 80% HP, you will start off the Magatama session in Day 2 Investigation with 80% health. Same goes for trial sessions.

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** Oddly, in ''Justice For All'', how well you did in court effects affects how much health you have in your Magatama investigations, and every time you start the trial the next day, your health is full again. However, during the last case, your Magatama health is restored in the middle of your investigation... but doesn't recover when you go to court the next day. Considering how troubling the last investigation segment is, you're likely only going to have a smidge-higher than half health, making almost all mistakes fatal.
** In ''Trials and Tribulations'', the Magatama meter is totally separate from the court meter (though the graphics do not reflect this). Meaning, in JFA, if you had 80% life at the end of an investigation, you'd start off the court session with 80%. In T&T, if you ended the first day first-day investigation with 80%, you will not start Day 2 Trial with 80%, but with a full health bar. Only mistakes and health on its own section carries over to the next respective session. Taking the T&T example, if you ended the first day first-day Investigation with 80% HP, you will start off the Magatama session in Day 2 Investigation with 80% health. Same goes for trial sessions.
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* ''VideoGame/TreasureHunterMan'': Marvin's is in HeartsAreHealth style at the top left of the screen.

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* ''VideoGame/TreasureHunterMan'': ''VideoGame/TreasureHunterMan1'': Marvin's is in HeartsAreHealth style at the top left of the screen.
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* ''VideoGame/TrashQuest'': In the top left corner of the screen. It's represented by a line of circles next to a heart.

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