History Main / ManaMeter

22nd Aug '16 12:37:18 AM morenohijazo
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* ''VideoGame/{{Nihilumbra}}'': Determines how much more color you can put down, and it's shared by all five colors.
12th Jul '16 7:57:13 PM InterestingCarSalesman
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* The ''Franchise/KingdomHearts'' series has become rather infamous for gratuitously littering the screen with all sorts of gauges all over the place.
** ''KingdomHearts'', ''Kingdom Hearts II'' and ''Kingdom Hearts III'' all feature the most straightforward example of them all: An old fashioned MP gauge used for Magic and Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms, and ''KHIII'' brings back the Focus gauge for Shotlocks.
** Completed averted in ''Kingdom Hearts Chain Of Memories'' - there are absolutely no additional UI bars in this game save for your HP, and enemy HP. Somewhat tweaked in ''Re:Chain of Memories'' in that Riku's DP system is re-designed with a gauge, though functions the same as the GBA game.
** Once more averted in ''VideoGame/KingdomHearts3582Days'' - HP is all you get. Magic instead uses number of casts you can perform per mission - each spell has extremely limited "ammunition" in a way.
** ''coded'' and "Re:coded" have a Debug gauge, and a Clock gauge. The Debug gauge essentially functions the same as the original MP gauge, for triggering special abilities and magics. Re:coded's Clock gauge simply buffs Sora with helpful status effects whenever it fills, culminating in a Finish attack.
** Taken to its absolute logical extreme in ''Birth by Sleep'', where you have ''three'' gauges to keep track of aside from your HP. First is the Focus gauge, for your Shotlock attacks. The second is a D-Link gauge, for your D-Link abilities, and the last is the Command gauges, for Finishes and Command Styles. Factor in the fact that every Command Style has its own unique gauge, and that deck commands are in and of themselves gauges, ''BBS'' takes it UpToEleven.
** ''Dream Drop Distance'' scales things down a notch. The deck commands are back, but gone is the rest. All you have are your Dream Eater Link gauges (found under their own tiny UI's), and a rather humongous Drop gauge which is nothing more than a fancy looking timer.
5th May '16 9:35:48 PM nombretomado
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* ''[[VideoGame/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to the Health meter. Stamina is consumed when using rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.

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* ''[[VideoGame/GaiaOnline ''[[Website/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to the Health meter. Stamina is consumed when using rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.
14th Apr '16 3:50:03 PM Dattix
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* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.

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* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. Uniquely, in ''Paper Mario'' FP [[BagOfSharing is shared among all characters]] rather than each having their own separate FP meter. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.
19th Mar '16 5:37:58 AM Hossmeister
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30th Jan '16 3:04:40 PM Steven
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* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEveII'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.

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* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEveII'' ''VideoGame/ParasiteEve2'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.
30th Jan '16 3:04:24 PM Steven
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* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEveII'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.
24th Jan '16 4:01:33 PM AzureSeas
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* ''VideoGame/LegendOfHeroesTrailsInTheSky'' has the EP Bar (Energy Points), which is used in Arts (read: spells). It also has a separate meter for LimitBreak and character-specific skills.

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* ''VideoGame/LegendOfHeroesTrailsInTheSky'' ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' has the EP Bar (Energy Points), which is used in Arts (read: spells). It also has a separate meter for LimitBreak and character-specific skills.
22nd Jul '15 7:44:20 AM Elbruno
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%%
%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out.
%% Add context to the entries before uncommenting them.
%% Not only explain in what form the meter appears, but also what it is used for in-game.
%%



* [[Characters.DragonRage Cael Cyndar]] from the game [[VideoGame.DragonRage Dragon Rage]] has a real interesting one, instead of it being a actual meter his {{Mana}} is represented by a bunch of particles swirling around a gem.
* Units in ''{{Starcraft}}'' have "energy meters" that can indicate either the unit's remaining energy reserve (Terrans), psionic power (the Protoss) or bioweapons (the Zerg). They are depleted as that unit's special abilities are used and recover with time (with the exception of several zerg units that can restore their energy by consuming another friendly unit).
** It gets a little odd when the terran [=EMP=] drains psionic power and bioweapons in addition to energy and shields, [[GamePlayAndStorySegregation but that's game balance for you]].
* ''BloodlineChampions'' averts this - despite using archetype common to {{MMORPG}}s, {{Cooldown}}s are used to limit abilities. An energy meter charges from hitting with abilities, [[LimitBreak to be consumed to use other ones]].
* ''VideoGame/{{Terraria}}'' requires you to gather 5 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping accessories and armor which can expand it until taken off, such as bands of star power, accessories with the "Arcane" prefix, jungle armor, or the helmets made from hard mode ores such as the Cobalt Hat (increases by 40), Mythril Hood (by 60) or Adamantite Headgear (by 80). Those three can then be used to make the Hallowed Headgear ([[{{UpToEleven}} which increases it by 100 points]]).
* Supers in the MMORPG ''VideoGame/CityOfHeroes'' have a blue endurance bar.
** Some archetypes have an extra bar. Brutes have ''Fury'', which increases their damage output as the bar fills while they attack enemies and are attacked in return. Dominators have ''Domination'', a bar that fills from dealing attacks and when full allows them to activate the ''Domination Mode'' that increases the strength and duration of their status effect powers and renders them heavily resistant to status effect powers from enemies..
* ''VideoGame/WorldOfWarcraft has quite a bit of variants.

to:

%% * [[Characters.DragonRage ''VideoGame/DragonRage's'' Cael Cyndar]] from the game [[VideoGame.DragonRage Dragon Rage]] Cyndar has a real interesting one, instead of it being a actual meter his {{Mana}} is represented by a bunch of particles swirling around a gem.
* Units in ''{{Starcraft}}'' ''Franchise/{{Starcraft}}'' have "energy meters" that can indicate either the unit's remaining energy reserve (Terrans), psionic power (the Protoss) or bioweapons (the Zerg). They are depleted as that unit's special abilities are used and recover with time (with the exception of several zerg units that can restore their energy by consuming another friendly unit).
** It gets a little odd
unit). This system can lead to some weirdness when the terran [=EMP=] drains psionic power and bioweapons in addition to energy and shields, [[GamePlayAndStorySegregation but that's game balance for you]].
* ''BloodlineChampions'' averts this - despite using archetype common to {{MMORPG}}s, In ''VideoGame/BloodlineChampions'', while {{Cooldown}}s are used to limit abilities. An abilities, hitting with them charges an energy meter charges from hitting with abilities, that can be consumed [[LimitBreak to be consumed to use other more powerful ones]].
%% * ''VideoGame/{{Terraria}}'' requires you to gather 5 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping accessories and armor which can expand it until taken off, such as bands of star power, accessories with the "Arcane" prefix, jungle armor, or the helmets made from hard mode ores such as the Cobalt Hat (increases by 40), Mythril Hood (by 60) or Adamantite Headgear (by 80). Those three can then be used to make the Hallowed Headgear ([[{{UpToEleven}} which increases it by 100 points]]).
* %% This goes into far too much detail about how to increase the mana pool without explaining the most important thing: What it is used for.
%%
%%*
Supers in the MMORPG ''VideoGame/CityOfHeroes'' have a blue endurance bar.
** %% What is the endurance bar used for?
%%**
Some archetypes have an extra bar. Brutes have ''Fury'', which increases their damage output as the bar fills while they attack enemies and are attacked in return. Dominators have ''Domination'', a bar that fills from dealing attacks and when full allows them to activate the ''Domination Mode'' that increases the strength and duration of their status effect powers and renders them heavily resistant to status effect powers from enemies..
enemies.
%% These entries appear to be CriticalStatusBuff and LimitBreak respectively. Either rewrite them in case they actually function like a mana bar, or delete this part if they don't.
%%
* ''VideoGame/WorldOfWarcraft ''VideoGame/WorldOfWarcraft'' has quite a bit of variants.



* ''VideoGame/{{Diablo}}'' uses round glassy "vessels", whose level of fullness varies. In ''[[VideoGame/{{Diablo}} Diablo II]]'', the mana orb is blue and held by a statue of an angel.
* In ''StarControl II'', spaceships in combat have battery meters, in red; many races have a special way of filling them, from the Pkunk's psychic insults to the Druuge's sacrifice of crew members.
* Both ''Rune Factory'' and its sequel fulfill this trope with a Rune Point meter. The RP meter is blue and the HP meter is green.
* ''EternalFighterZero'' has a rare example of a magic meter used for a 2D fighting game, albeit only for one character. Kano Kirishima, whose character is based off of RPG magic users, possesses a magic gauge that must be manually charged in order to cast her tiered elemental spells. Different tiers of spells consume different amounts of the bar.
* Most ''StarWars'' games have Force meters.
** The ''X-Wing'' games don't have mana, obviously, but ''every single laser'' has a meter which slowly recharges, or slowly drains if you're trying to run away really fast. The shields also recharge or drain if you're trying to run away really fast. There's also a beam weapon, which is essentially SprintShoes. Finally, missiles have a finite number; an X-wing, for instance, has 6 proton torpedos.
* The blue EVE gauge in first two ''Franchise/BioShock'' games.
* The ''Franchise/FinalFantasy'' games have MP, which stands for Magic Points (Or Mist Points in ''VideoGame/FinalFantasyXII''). Aside from certain actions (such as regular attacks, stealing, and items to name a few) most attacks drain MP.
** ''Franchise/KingdomHearts'' makes use of a similar system, but uses it in a very different way.
* Various ''Franchise/TheLegendOfZelda'' games have green meters for Link's spells and magical items. ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' instead uses a purple one for most items, regenerating over time.
* The ''Franchise/TalesSeries'' games and ''Franchise/StarOcean'' games generally have one meter (Technical Points for the former, Magic Points for the latter) which are used in both techniques and spells.
** ''VideoGame/StarOceanTillTheEndOfTime'' introduced the unusual mechanic of being able to die from losing MP. Physical attacks used HP, Magic attack used MP, and different attacks caused differing amounts of damage to one of them or both. In essence, you had two separate meters that both were a hybrid of HitPoints and Mana Meter.
** Although it's still technically a Mana Meter, later TalesSeries games by [[VideoGame/TalesOfDestiny Team]] [[VideoGame/TalesOfRebirth Destiny]] get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
* ''VideoGame/SystemShock'' has PSI meter.
* ''VideoGame/{{Runescape}}'' is one of the few {{MMORPG}}s to avert Mana Meter. Instead of mana, runes are used to cast spells.

to:

* %%* ''VideoGame/{{Diablo}}'' uses round glassy "vessels", whose level of fullness varies. In ''[[VideoGame/{{Diablo}} Diablo II]]'', the mana orb is blue and held by a statue of an angel.
* %%* In ''StarControl ''VideoGame/StarControl II'', spaceships in combat have battery meters, in red; many races have a special way of filling them, from the Pkunk's psychic insults to the Druuge's sacrifice of crew members.
* %%* Both ''Rune ''VideoGame/Rune Factory'' and its sequel fulfill this trope with a Rune Point meter. The RP meter is blue and the HP meter is green.
* ''EternalFighterZero'' ''VideoGame/EternalFighterZero'' has a rare example of a magic meter used for a 2D fighting game, albeit only for one character. Kano Kirishima, whose a character is based off of inspired by RPG magic users, possesses users who is also [[MechanicallyUnusualFighter the only one in the game that uses a magic meter]]. Her magic gauge that must be manually charged in order to cast her tiered elemental spells. Different tiers of spells consume different amounts of the bar.
* %%* Most ''StarWars'' ''Franchise/StarWars'' games have Force meters.
** The ''X-Wing'' games don't %% No "general" examples, famous franchise or not. Explain more details about this.
%%
* In the ''VideoGame/XWing'' series, all ships
have mana, obviously, but ''every a DeflectorShield meter, and every single laser'' laser has a {{Cooldown}} meter which that slowly recharges, or slowly drains if you're trying to run away really fast. recharges after being used. The shields also recharge "mana meter" functionality comes from being able to consume the charge of these meters in order to pull off very fast evasive manuevers, whatever they are full or drain if you're trying to run away really fast. There's also a beam weapon, which is essentially SprintShoes. Finally, missiles have a finite number; an X-wing, for instance, has 6 proton torpedos.
*
not.
%%*
The blue EVE gauge in first two ''Franchise/BioShock'' games.
* The ''Franchise/FinalFantasy'' games have MP, which stands for Magic Points (Or Mist Points in ''VideoGame/FinalFantasyXII''). Aside from certain actions (such as regular attacks, stealing, and items to name a few) most attacks drain MP.MP.
%%** ''Franchise/KingdomHearts'' makes use of a similar system, but uses it in a very different way.
%% Examples must stand on their own. They also need to explain how they work
%%
* Various ''Franchise/TheLegendOfZelda'' games have green meters that are consumed when Link uses spells and magical items. ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' uses instead a purple one that is consumed for most items, and regenerates over time.
* The ''Franchise/TalesSeries'' has Technical Points, which are consuming when using techniques. Although still technically a mana meter, ''Tales'' games by Team Destiny (''VideoGame/TalesOfDestiny'' and ''VideoGame/TalesOfRebirth'') get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.

** ''Franchise/KingdomHearts'' makes use of a similar system, but uses it in a very different way.
* Various ''Franchise/TheLegendOfZelda'' games have green meters for Link's spells and magical items. ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' instead uses a purple one for most items, regenerating over time.
* The ''Franchise/TalesSeries'' games and ''Franchise/StarOcean'' games generally have one meter (Technical Points for the former, series uses Magic Points for the latter) which are used in both techniques and spells.
**
spell-casting. ''VideoGame/StarOceanTillTheEndOfTime'' introduced introduces the unusual mechanic of being able to die from losing MP. With Physical attacks used HP, using HP and Magic attack used attacks using MP, and different attacks caused differing cause different amounts of damage to one of them them, or to both. In essence, you had they function as two separate meters that both were a hybrid of HitPoints and Mana Meter.
** Although it's still technically a Mana Meter, later TalesSeries games by [[VideoGame/TalesOfDestiny Team]] [[VideoGame/TalesOfRebirth Destiny]] get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
*
%%* ''VideoGame/SystemShock'' has PSI meter.
* ''VideoGame/{{Runescape}}'' is one of the few {{MMORPG}}s to avert Mana Meter. Instead of mana, runes are used to cast spells.
meter.



* ''{{Arcanum}}'' borrows ''Diablo's'' liquid-filled vessels, with a unique twist on the local type of mana: It's called Fatigue and represents exactly that. In addition to being used for casting spells, it can be drained by carrying too much gear or getting hit with blunt weapons.
* ''[[GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to your Health. Stamina is consumed when you use rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring. Like Health, having low Stamina causes a [[MostAnnoyingSound rather irritating sound effect]] to play constantly.
* ''VideoGame/LostMagic'' has a yellow bar that appears below Isaac's blue Health bar on his status screen. The rate at which it refills and the delay before it starts refilling are determined by the number of Mana Crystals on the map that are "pure" (captured by you).
* ''VideoGame/{{Fable|I}}'' plays this straight with its Will Gauge, but the [[VideoGame/FableII sequel]] doesn't even bother with it, resulting in magic, gunplay and swordplay being equally [[ButtonMash spammable]].
* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points which act as this, in keeping with the mushroom\flower\star theme of some Mario games. The ''VideoGame/MarioAndLuigi'' games instead uses Bros. Points.
* ''{{Freelancer}}'' has the power meter, which is consumed by firing your weapons. Usually, you consume power only slightly faster that it regenerates, which keeps you from just holding the button down forever. The [[InfinityPlusOneSword stolen Nomad weapons]] are awesome because they consume no power, which means that having a few can free up infinitely regenerating power for your other guns.
* ''Franchise/TheElderScrolls'' has the Magicka meter, which is a Mana Meter in all but name. There's also a [[SprintMeter Fatigue meter]] which is drained by various physical activities, such as running, jumping, and attacking.

to:

* ''{{Arcanum}}'' ''VideoGame/{{Arcanum}}'' borrows ''Diablo's'' liquid-filled vessels, with a unique twist on the local type of mana: It's called Fatigue and represents exactly that. In addition to being used for casting spells, it can be drained by carrying too much gear or getting hit with blunt weapons.
* ''[[GaiaOnline ''[[VideoGame/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to your Health. the Health meter. Stamina is consumed when you use using rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring. Like Health, having low Stamina causes a [[MostAnnoyingSound rather irritating sound effect]] to play constantly.
*
ring.
%% Good example, but it could explain what these "rings" are or do.
%%
%%*
''VideoGame/LostMagic'' has a yellow bar that appears below Isaac's blue Health bar on his status screen. The rate at which it refills and the delay before it starts refilling are determined by the number of Mana Crystals on the map that are "pure" (captured by you).
%% What it is used for?
* The original ''VideoGame/{{Fable|I}}'' plays this straight with its has the Will Gauge, but which limits spellcasting for the [[VideoGame/FableII sequel]] doesn't even bother with it, resulting in player. The series foregoes this meter from ''VideoGame/FableII'' onwards, making magic, gunplay and swordplay being equally [[ButtonMash spammable]].
spammable.
* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points which act as this, Points, in keeping with the mushroom\flower\star mushroom/flower/star theme of some Mario games. usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. The ''VideoGame/MarioAndLuigi'' games series use Bros. Points instead uses Bros. Points.
of Flower Points for the same purpose.
* ''{{Freelancer}}'' ''VideoGame/{{Freelancer}}'' has the power meter, which is consumed by firing your weapons. Usually, you consume power only slightly faster that it regenerates, which keeps you from just holding the button down forever. The [[InfinityPlusOneSword stolen Nomad weapons]] are awesome because they consume no power, which means that having a few can free up infinitely regenerating power for your other guns.
* ''Franchise/TheElderScrolls'' has the Magicka meter, which is a Mana Meter mana meter in all but name.name, being consumed when using any kind of magical ability. There's also a [[SprintMeter Fatigue meter]] which is drained by various physical activities, such as running, jumping, and attacking.



* The ''DungeonSiege'' series, being heavily influenced by the ''VideoGame/{{Diablo}}'' series, also features a mana bar in the first two installments, but changes up the name and function in ''III'', splitting it into the Focus bar and Power Orbs. Both are used for special attacks/abilities, but refilling them is no longer a matter of simply waiting or drinking a potion; to restore focus attacking and defeating enemies is required and power is restored by using focus abilities, with certain talents and other abilities affecting the refill as well.
* ''{{Pokemon}}'' uses Power Points, or [=PPs=], which indicate how many times a move can be used (each move has it's own PP). When depleted, they can be filled with an item, or by fully healing the Pokemon at a Pokemon Center.

to:

* The ''DungeonSiege'' ''VideoGame/DungeonSiege'' series, being heavily influenced by the ''VideoGame/{{Diablo}}'' series, also features a mana bar in the first two installments, but changes up the name and function in ''III'', splitting it into the Focus bar and Power Orbs. Both are used for special attacks/abilities, but refilling them is no longer a matter of simply waiting or drinking a potion; to restore focus attacking and defeating enemies is required required, and power is restored by using focus abilities, with certain talents and other abilities affecting the refill as well.
* ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' uses Power Points, or [=PPs=], which indicate how many times a move can be used (each used, with each move has it's having its own PP).PP. When depleted, they can be filled with an item, or by fully healing the Pokemon at a Pokemon Center.



* ''EternalDarkness'' uses a magick meter for spells and it regenerates as you walk around or use items.

to:

* ''EternalDarkness'' ''VideoGame/EternalDarkness'' uses a magick meter for spells and it regenerates as you walk around or use items.



* ''[[LegendOfHeroesVI Trails In The Sky]]'' has one, named [=EP=] Bar (Energy Points) which is used in Arts (read: spells). It also has a separate meter for LimitBreak and character-specific skills.
* ''StarFoxAdventures'' has a Staff Energy Meter which tells you how much energy Fox has available for the Staff Powers. It has three upgrades which you can, but are not required to, find. It is refilled by collecting Magic Gems. Tricky has a meter which tells you how many Grubtubs' worth of energy he has available for the Sidekick Skills that require it. It is refilled by feeding him Grubtubs from your inventory.
* ''VideoGame/{{Bioforge}}'': Your {{cyborg}} character's battery meter, used to regenerate health and to power your built-in gun.
* ''VideoGame/ArtOfFighting'' was one of the first {{Fighting Game}}s to use a meter to power the characters' {{Special Attack}}s. Taunting could be used to drop the opponent's meter, while you could rapidly build it up by having your character stop and focus their Ki.
* The ''Franchise/StreetFighter'' series adopted the Super Meter in ''Super VideoGame/StreetFighterII Turbo'', which increased by throwing attacks and inflicting and taking damage. When it was full, the player could pull off a [[LimitBreak Super Move]]. Later fighting games, in Street Fighter and other series, would enact varying variations and uses for the Super Meter, like maneuvers that only partially drained the meter, stackable levels that allowed the player to store multiple Supers, and other ideas.
* Instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] in ''VideoGame/SuperRobotWarsUX'' have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
* In ''VideoGame/VampiresDawn'', mana represents the vampires' blood. Casting spells costs blood points, and if they suck an enemy for blood their mana meter fills up accordingly. If their mana/blood points fall below a certain percentage they will go berserk.
* The Vibe Gauge in ''SuperPrincessPeach''.
* ''DoubleDragonNeon'' has this for Sosetsitsu moves.
* In both ''VideoGame/EnterTheMatrix'' and ''VideoGame/TheMatrixPathOfNeo'' below the health-bar is the yellow focus bar. How full it is shows how many more focused moves, moves that are faster and harder than regular ones, that you can still pull off.

to:

* ''[[LegendOfHeroesVI Trails In The Sky]]'' ''VideoGame/LegendOfHeroesTrailsInTheSky'' has one, named [=EP=] the EP Bar (Energy Points) Points), which is used in Arts (read: spells). It also has a separate meter for LimitBreak and character-specific skills.
skills.
* ''StarFoxAdventures'' has a ''VideoGame/StarFoxAdventures''
** The
Staff Energy Meter which tells you indicates how much energy Fox has available for the Staff Powers. It has three upgrades which you can, but are not required to, find. It is refilled by collecting Magic Gems. Gems, and it has three upgrades that can be found in the world.
**
Tricky has a meter which that tells you how many Grubtubs' worth of energy he has available for the Sidekick Skills that require it. It is refilled by feeding him Grubtubs from your inventory.
Grubtubs.
* ''VideoGame/{{Bioforge}}'': Your The {{cyborg}} character's battery meter, meter is used to regenerate health and to power your their built-in gun.
* ''VideoGame/ArtOfFighting'' was one of the first {{Fighting Game}}s to use uses a meter to power the characters' {{Special Attack}}s. Taunting could can be used to drop the opponent's meter, while you could and it can be rapidly build it up by having your character stop stopping and focus their Ki.
focusing the character's Ki.
* The ''Franchise/StreetFighter'' series adopted the Super Meter in ''Super VideoGame/StreetFighterII Turbo'', which increased increases by throwing attacks attacks, and by inflicting and taking damage. When In its original form, filling it was full, allows the player could to pull off a [[LimitBreak Super Move]]. Later fighting games, in Street Fighter Move]], and other series, would enact varying variations and uses for later games in the Super Meter, like series added the ability to pull off powered-up EX maneuvers that only partially drained drain the meter, meter.
* The ''VideoGame/MarvelVsCapcom'' games, and by extention ''VideoGame/TatsunokoVsCapcom'', have a
stackable levels Hyper Bar that allowed the player can be filled up to store 5 times, allowing multiple Supers, and other ideas.
[[LimitBreak Hyper Combos]] to be pulled off in succession. Depending on the game, a few to all of the characters have access to a Level 3 Hyper Combo: A significantly more powerful attack that consumes 3 Hyper Bars instead of the usual 1.
* Instead In ''VideoGame/SuperRobotWarsUX'', instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] in ''VideoGame/SuperRobotWarsUX'' have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
%% It appears the EN bar is also a kind of mana meter, so this example can be expanded upon.
%%
* In ''VideoGame/VampiresDawn'', mana represents is represented by the vampires' blood. Casting spells costs blood points, and if they suck an enemy for blood their mana meter fills up accordingly. If their mana/blood points fall below a certain percentage they will go berserk.
%% * The Vibe Gauge in ''SuperPrincessPeach''.
%% * ''DoubleDragonNeon'' has this for Sosetsitsu moves.
%% What are Sosetsitsu moves?
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* In both ''VideoGame/EnterTheMatrix'' and ''VideoGame/TheMatrixPathOfNeo'' below the health-bar is the yellow focus bar. How full it is shows how many more focused moves, moves that are faster and harder than regular ones, that you can still pull off.be pulled off.
* ''VideoGame/MortalKombat9'' and ''VideoGame/MortalKombatX'' have a 3-part gauge for each character filled by attacking and by being attacked. A single bar can be used to power-up a special move, two bars for breaking out of combos, and the whole 3 bars to trigger [[LimitBreak a brutal X-Ray attack]].
* In ''VideoGame/{{Splatoon}}'', the Inklings's Ink Gauge functions like a mana meter more than like an "ammo" counter. Firing or using the main weapon consumes ink; different weapons consume ink at different rates, with weapons with more punch to them generally eating through it way faster. The gauge is also used for sub weapons, which they consume a significant part of when thrown or used, from about a third of the gauge to the whole thing depending on the weapon. Ink is refilled by having the Inkling swim in their own ink as a squid, slowly over time by simply not firing, or filled immediately when triggering a [[LimitBreak special weapon]].
10th Jul '15 3:46:12 PM HarpieSiren
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* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points which act as this, in keeping with the mushroom\flower\star theme of some Mario games. The ''VideoGameMarioAndLuigi'' games instead uses Bros. Points.

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* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points which act as this, in keeping with the mushroom\flower\star theme of some Mario games. The ''VideoGameMarioAndLuigi'' ''VideoGame/MarioAndLuigi'' games instead uses Bros. Points.
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