Damage meter: Difference between revisions
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[[File:StockMeter.png|thumb|[[Link]]'s damage meter in the first three games.]] | [[File:StockMeter.png|thumb|[[Link]]'s damage meter in the first three games.]] | ||
[[File:GameAndWatchStock.png|thumb|left|{{SSBM|Mr. Game and Watch}}'s stock meter in ''Melee'', illustrating what occurs when there are more than five stocks.]] | [[File:GameAndWatchStock.png|thumb|left|{{SSBM|Mr. Game and Watch}}'s stock meter in ''Melee'', illustrating what occurs when there are more than five stocks.]] | ||
The damage meter displays the damage percentage a player has accumulated ( | The damage meter displays the damage percentage a player has accumulated (shown in decimals in ''Ultimate''), as well as their score or number of [[stock]]s remaining where appropriate. These are superimposed over the character's [[series symbol]]. Starting with ''Brawl'', the background of the meter also contains the character's portrait and a name bar; ''Ultimate'' would see a further redesign of these elements with an angled portrait and darkened name bar backing. The number of stock remaining is represented by the number of icons (nondescript pips in ''Brawl'', the character's head in other games), while score is displayed with a simple integer value. A stock higher than five (six in the original game) is represented by one icon with a multiplier value next to it; having fifteen stocks, for instance, would show "× 15". In ''Brawl'' onward, the damage percentage itself can be disabled in [[More Rules]], although all other elements will still be displayed. Scores in time battles can also be toggled on and off starting with ''Melee'', although they are off by default; while a default feature in later games, ''Melee'' itself requires players to unlock this toggle by accumulating 5,000 KOs on their save file. | ||
Generally, damage meters are fairly compact and overlaid atop the gameplay at the bottom of the screen, although ''Smash 4'' also contains a vertical, full-screen variant that's instead shown on the system's secondary touchscreen; the 3DS version uses this variant almost exclusively (and additionally allows players to choose whether damage is displayed above or below the portrait), whereas the Wii U version merely has it as an optional feature. While normally opaque, on-screen damage meters from ''Brawl'' onward become translucent if a character goes behind them. The damage percentage itself changes color when more damage is accumulated. At low percentages, the value is white, but gradually turns maroon as it increases, reaching its darkest at around 300% (200% in ''Smash 4''); starting with ''Brawl'', the value will also shift through red first, and ''Smash 4'' further adds a yellow hue before that. In addition, the Wii U version of ''Smash 4'' displays the value with a metallic gradient. Starting in ''Brawl'', the damage meter of a character who is KO'd appears to more or less "explode", and starting in ''Smash 4'', the on-screen damage meter of whoever made the KO is briefly engulfed in flames. | Generally, damage meters are fairly compact and overlaid atop the gameplay at the bottom of the screen, although ''Smash 4'' also contains a vertical, full-screen variant that's instead shown on the system's secondary touchscreen; the 3DS version uses this variant almost exclusively (and additionally allows players to choose whether damage is displayed above or below the portrait), whereas the Wii U version merely has it as an optional feature. While normally opaque, on-screen damage meters from ''Brawl'' onward become translucent if a character goes behind them. The damage percentage itself changes color when more damage is accumulated. At low percentages, the value is white, but gradually turns maroon as it increases, reaching its darkest at around 300% (200% in ''Smash 4''); starting with ''Brawl'', the value will also shift through red first, and ''Smash 4'' further adds a yellow hue before that. In addition, the Wii U version of ''Smash 4'' displays the value with a metallic gradient. Starting in ''Brawl'', the damage meter of a character who is KO'd appears to more or less "explode", and starting in ''Smash 4'', the on-screen damage meter of whoever made the KO is briefly engulfed in flames. |