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In ''[[Super Mario 64]]'', [[Mario]]'s '''Power Meter''' is normally not displayed on the screen until he takes considerable damage from falling or touching enemies, etc. When it does appear, it is displayed in the top middle of the screen. When Mario takes damage, it appears by popping up a short distance below the top middle of the screen, and shortly, it moves to the top middle of the screen. Once it is full again, it disappears, except when Mario is in [[water]]. In this game, it is a wooden profile shaped like Mario's head, with a circle in the middle that displays eight wedges. When he takes damage, some of the wedges gradually disappear. As this happens, the color of the wedges changes to correspond to the number of them remaining: The wedges are {{color|'''blue'''|dodgerblue}} when there are at least seven, {{color|'''green'''|green}} when there are five or six, {{color|'''yellow'''|gold}} when there are three or four, and {{color|'''red'''|red}} when there are no more than two.
In ''[[Super Mario 64]]'', [[Mario]]'s '''Power Meter''' is normally not displayed on the screen until he takes considerable damage from falling or touching enemies, etc. When it does appear, it is displayed in the top middle of the screen. When Mario takes damage, it appears by popping up a short distance below the top middle of the screen, and shortly, it moves to the top middle of the screen. Once it is full again, it disappears, except when Mario is in [[water]]. In this game, it is a wooden profile shaped like Mario's head, with a circle in the middle that displays eight wedges. When he takes damage, some of the wedges gradually disappear. As this happens, the color of the wedges changes to correspond to the number of them remaining: The wedges are {{color|'''blue'''|dodgerblue}} when there are at least seven, {{color|'''green'''|green}} when there are five or six, {{color|'''yellow'''|gold}} when there are three or four, and {{color|'''red'''|red}} when there are no more than two.


Mario can refill his Power Meter by collecting various coins: [[Coin|Yellow Coins]] replenish one wedge, [[Red Coin]]s replenish two wedges, and [[Blue Coin]]s replenish five wedges. He can also refill it by [[dash|running]] through [[Spinning Heart]]s, which can be found in most if not all of the levels. The faster he runs through them, the more health he regains. The Power Meter also automatically refills immediately after Mario exits a level after collecting a [[Power Star]] if it is not already filled.
Mario can refill his Power Meter by collecting various coins: [[Coin|Yellow Coins]] replenish one wedge, [[Red Coin]]s replenish two wedges, and [[Blue Coin]]s replenish five wedges. He can also refill it by [[dash|running]] through [[Spinning Heart]]s, which can be found in most if not all of the levels. The faster he runs through them, the more health he regains. The Power Meter will also automatically refill immediately after Mario exits a level after collecting a [[Power Star]] if it is not already filled.


In this game, Mario's Power Meter also acts as his breath meter when he is floating on the water. When he enters the water, the Power Meter shows at the top middle of the screen, even when he is on the surface of the water. After he goes underwater, the wedges gradually disappear. On the flip side, if Mario remains in the water with his head above it, the Power Meter completely refills to eight wedges. The [[freezing water]] in [[Snowman's Land]] and [[Chief Chilly Challenge]] (''[[Super Mario 64 DS]]'' only) depletes his wedges three times faster than normal water, even if he is on the surface of the freezing water, and the Power Meter cannot be replenished when Mario has his head above the freezing water.
In this game, Mario's Power Meter also acts as his breath meter when he is floating on the water. When he enters the water, the Power Meter shows at the top middle of the screen, even when he is on the surface of the water. After he goes underwater, the wedges gradually disappear. On the flip side, if Mario remains in the water with his head above it, the Power Meter will completely refill to eight wedges. The [[freezing water]] in [[Snowman's Land]] and [[Chief Chilly Challenge]] (''[[Super Mario 64 DS]]'' only) depletes his wedges three times faster than normal water, even if he is on the surface of the freezing water, and the Power Meter cannot be replenished when Mario has his head above the freezing water.


When the Power Meter has one or two wedges remaining, Mario begins to pant when standing still on the ground. This is only a cosmetic effect as he can still perform moves. When Mario is underwater, an alarm goes off. If the Power Meter runs out at any time, Mario loses a life and forcibly exits whatever level he is currently in (excluding the [[Peach's Castle|Mushroom Castle]], where he is just placed outside the building). When Mario lands on the ground after he is forced to exit the level, the Power Meter refills all of the wedges, starting from one wedge. If Mario loses his last life, he is given a [[Game Over]].
When the Power Meter has one or two wedges remaining, Mario begins to pant when standing still on the ground. This is only a cosmetic effect as he can still perform moves. When Mario is underwater, an alarm goes off. If the Power Meter runs out at any time, Mario will lose a life and forcibly exit whatever level he is currently in (excluding the [[Peach's Castle|Mushroom Castle]], where he is just placed outside the building). When Mario lands on the ground after he is forced to exit the level, the Power Meter refills all of the wedges, starting from one wedge. If Mario loses his last life, he will be given a [[Game Over]].


In ''Super Mario 64'', when Mario gets swallowed by [[Cheep Chomp|Bubba]], all of the wedges remaining disappear simultaneously. This instant depletion does not happen in the remake, although the player character still instantly loses a life.
In ''Super Mario 64'', when Mario gets swallowed by [[Cheep Chomp|Bubba]], all of the wedges remaining disappear simultaneously. This instant depletion does not happen in the remake, although the player character still instantly loses a life.


The Power Meter appears again in the remake ''Super Mario 64 DS'', now with a black outline around it. It acts the same, though with two additions: When the player changes characters or when they grab a Power Star that does not force the character out of a level, such as a [[Bowser]] stage Red Coin Star or a 100-Coin Star, the Power Meter fully refills. Also, if the player is under the [[smoke|strange toxic cloud]] and one or two wedges are left, the alarm that sounds while the player is underwater sounds. The Power Meter depletes or replenishes multiple wedges at a slower speed than in ''Super Mario 64''.
The Power Meter appears again in the remake ''Super Mario 64 DS'', now with a black outline around it. It acts the same, though with two additions: When the player changes characters or when they grab a Power Star that does not force the character out of a level, such as [[Bowser]] stages' Red Coin Stars or 100-Coin Stars, the Power Meter fully refills. Also, if the player is under the [[smoke|strange toxic cloud]] and one or two wedges are left, the alarm that sounds while underwater will sound. The Power Meter depletes or replenishes multiple wedges at a slower speed than in ''Super Mario 64''.


While the Power Meter shows only eight wedges, Mario's health actually ranges from 0 to 2,176, with each wedge representing 256 units of HP. In most cases, the lower limit is 255, at which point Mario loses a life.<ref>UncommentatedPannen (July 21, 2016). [https://www.youtube.com/watch?v=XeGNpeFOOCY HP]. ''YouTube''. Retrieved November 11, 2018.</ref>
While the Power Meter shows only eight wedges, Mario's health actually ranges from 0 to 2,176, with each wedge representing 256 units of HP. In most cases, the lower limit is 255, at which point Mario loses a life.<ref>UncommentatedPannen (July 21, 2016). [https://www.youtube.com/watch?v=XeGNpeFOOCY HP]. ''YouTube''. Retrieved November 11, 2018.</ref>
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In ''[[Super Mario Sunshine]]'', Mario's life meter is shaped like a stylized sun, with a polygonal spiral shape at the center. Again, it does not visibly appear onscreen until Mario takes damage. When it appears, it is positioned in the top right corner of the screen. There are once again eight sections of health, with each section represented as a sunray around the central spiral.
In ''[[Super Mario Sunshine]]'', Mario's life meter is shaped like a stylized sun, with a polygonal spiral shape at the center. Again, it does not visibly appear onscreen until Mario takes damage. When it appears, it is positioned in the top right corner of the screen. There are once again eight sections of health, with each section represented as a sunray around the central spiral.


[[File:SMSHealthMeter.png|thumb|100px|Mario's life meter in ''Super Mario Sunshine'' as it is displayed when he is underwater]]
The life meter is normally a golden orange color when completely filled, and each individual section "flashes." When Mario takes damage, the rays of the sun gradually become blacked out to signify the loss of energy. When they have been blacked out, they no longer flash. He can regain energy by collecting normal coins, which refill one section, or Red Coins and Blue Coins, which refill two sections. Energy can also be regained by collecting a [[1-Up Mushroom]], which completely replenishes every section of the life meter immediately upon collection.  
The life meter is normally a golden orange color when completely filled, and each individual section "flashes." When Mario takes damage, the rays of the sun gradually become blacked out to signify the loss of energy. When they have been blacked out, they no longer flash. He can regain energy by collecting normal coins, which refill one section, or Red Coins and Blue Coins, which refill two sections. Energy can also be regained by collecting a [[1-Up Mushroom]], which completely replenishes every section of the life meter immediately upon collection.  


When the life meter has lost five sections of energy, an alarm starts to sound for the remaining three sections of health. As each section after this is gradually lost, the alarm sounds faster, and the energy sections flash to match its warning. As it gets gradually lower, Mario starts to droop lower and lower, visibly getting weaker from the lack of energy. When it has been completely depleted, Mario loses a life. If he has no remaining lives, he receives a Game Over. The life meter is automatically fully depleted if Mario falls in [[lava]] or [[poison (obstacle)|toxic water]], gets crushed, fails a timed Red Coin challenge, or loses a race to [[Il Piantissimo]]. Also, if Mario touches open flames or [[Spike Trap|spike]]s in [[Corona Mountain]], his health is rapidly depleted, usually resulting in quick life-loss.
When the life meter has lost five sections of energy, an alarm starts to sound for the remaining three sections of health. As each section after this is gradually lost, the alarm sounds faster, and the energy sections flash to match its warning. As it gets gradually lower, Mario starts to droop lower and lower, visibly getting weaker from the lack of energy. When it has been completely depleted, Mario loses a life. If he has no remaining lives, he will receive a Game Over. The life meter will automatically be fully depleted if Mario falls in [[lava]] or [[poison (obstacle)|toxic water]], gets crushed, fails a timed Red Coin challenge, or loses a race to [[Il Piantissimo]]. Also, if Mario touches open flames or [[Spike Trap|spike]]s in [[Corona Mountain]], his health will be rapidly depleted, usually resulting in quick life-loss.


[[File:SMSHealthMeter.png|thumb|100px|Mario's life meter in ''Super Mario Sunshine'' as it is displayed when he is underwater]]
Unlike in ''Super Mario 64'', there is a separate meter for Mario's air meter when he is underwater. This meter is blue, and the health sections continually deplete underwater. Air can be replenished by surfacing, touching air bubbles, or collecting coins or 1-Ups (which restore air at an equivalent rate to health). Mario also flashes red and an alarm sounds as the meter depletes. If the air meter is fully depleted, Mario immediately loses a life, regardless of his remaining health. When the meter is depleted to three sections, an alarm sounds as it gets steadily lower, and it continues to do so until Mario collects a coin or 1-Up, returns to the surface, or loses a life.
Unlike in ''Super Mario 64'', there is a separate meter for Mario's air meter when he is underwater. This meter is blue, and the health sections continually deplete underwater. Air can be replenished by surfacing, touching air bubbles, or collecting coins or 1-Ups (which restore air at an equivalent rate to health). Mario also flashes red and an alarm sounds as the meter depletes. If the air meter is fully depleted, Mario immediately loses a life, regardless of his remaining health. When the meter is depleted to three sections, an alarm sounds as it gets steadily lower, and it continues to do so until Mario collects a coin or 1-Up, returns to the surface, or loses a life.
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