Heads-up display: Difference between revisions

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A '''Heads-up display''' (often abbreviated to '''HUD''') is a feature in most video games wherein visual information is presented during gameplay which is not present [[canon|in-universe]] that allows the player to keep track of various things, including a player character's [[Stamina|life]], the [[score]], the number of [[1-Up|lives]] remaining, time elapsed and/or remaining, and other information depending on the game. Each [[Kirby (series)|''Kirby'' game]] has a HUD of some kind, though most games have a unique visual manner of presenting the information, in addition to changing what appears on-screen depending on gameplay circumstances and/or the game mode being played. For the sake of simplicity, this page will only discuss HUD elements in the main games of each ''Kirby'' title unless otherwise noted.
A '''Heads-up display''' (often abbreviated to '''HUD''', sometimes referred to as an '''Information Panel''') is a feature in most video games wherein visual information is presented during gameplay which is not present [[Continuity|in-universe]] that allows the player to keep track of various things, including a player character's [[Stamina|life]], the [[score]], the number of [[1-Up|lives]] remaining, time elapsed and/or remaining, and other information depending on the game. Each [[Kirby (series)|''Kirby'' game]] has a HUD of some kind, though most games have a unique visual manner of presenting the information, in addition to changing what appears on-screen depending on gameplay circumstances and/or the game mode being played. For the sake of simplicity, this page will only discuss HUD elements in the main games of each ''Kirby'' title unless otherwise noted.


== HUD by game ==
== HUD by game ==
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*Status panel - New to ''Kirby's Adventure'' is a small box containing an illustration along with some text inset. This panel will usually display which [[Copy Ability]] Kirby has if any, but will also change if Kirby takes [[damage]], jumps into a [[cannon]], clears a stage, or for other things.
*Status panel - New to ''Kirby's Adventure'' is a small box containing an illustration along with some text inset. This panel will usually display which [[Copy Ability]] Kirby has if any, but will also change if Kirby takes [[damage]], jumps into a [[cannon]], clears a stage, or for other things.
*Extra lives (represented with a small Kirby icon next to a number) - how many extra lives the player has left.
*Extra lives (represented with a small Kirby icon next to a number) - how many extra lives the player has left.
*Limited use copy abilities (represented with a small star icon next a number) - how many times usage of limited use copy abilities are left (only appears if Kirby has a limited use copy ability).


As before, when a Mid-Boss or Boss appears, the score display is replaced by an enemy health bar, though this one takes on a much different appearance, consisting of many tiny bars in sequence with multiple usually being removed whenever the enemy takes a hit.
As before, when a Mid-Boss or Boss appears, the score display is replaced by an enemy health bar, though this one takes on a much different appearance, consisting of many tiny bars in sequence with multiple usually being removed whenever the enemy takes a hit.
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*Score - shown in the lower-left, this is the player's total score for the session.
*Score - shown in the lower-left, this is the player's total score for the session.
*Bonus - shown in the lower-right, this is how many additional points are going to be awarded to the player after losing a life, represented by two numbers to be multiplied.
*Bonus - shown in the lower-right, this is how many additional points are going to be awarded to the player after losing a life, represented by two numbers to be multiplied.
*Time - shown only during the mini-games, a timer appears in the lower-left above the bonus counter which starts at 60 seconds and counts down to 0.
*Time - shown only during the mini-games, a timer appears in the lower-right above the bonus counter which starts at 60 seconds and counts down to 0.


Unlike previous games, enemy health is not shown during boss fights.
Unlike previous games, enemy health is not shown during boss fights.
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KDC Course 1 Hole 5 screenshot 02.png|The HUD mostly vanishes at certain points during the game, to avoid obscuring the player's view.
KDC Course 1 Hole 5 screenshot 02.png|The HUD mostly vanishes at certain points during the game, to avoid obscuring the player's view.
KDC Whispy Woods Course Hole 6 screenshot 01.png|The HUD takes on a different form in the 2P Game.
KDC Whispy Woods Course Hole 6 screenshot 01.png|The HUD takes on a different form in the 2P Game.
KDC HUD artwork.png|Artwork of the HUD from the instruction manual, with each part labeled
</gallery>
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=== ''Kirby's Block Ball'' ===
=== ''Kirby's Block Ball'' ===
In ''Kirby's Block Ball'', a space is left at the top of the screen for the HUD. The following information is presented there:
In ''[[Kirby's Block Ball]]'', a space is left at the top of the screen for the HUD. The following information is presented there:
*Extra lives - represented as a Kirby icon next to a number, this shows how many lives the player has remaining.
*Extra lives - represented as a Kirby icon next to a number, this shows how many lives the player has remaining.
*Status - just below the lives counter, a small portrait can be seen which shows Kirby's current status, particularly which Copy Ability he may have.
*Status - just below the lives counter, a small portrait can be seen which shows Kirby's current status, particularly which Copy Ability he may have.
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Given that there are six main game modes in ''[[Kirby Super Star]]'', plus [[The Arena]], each one has its own distinct HUD, at least visually speaking. All of the HUDs have the following information in common, where applicable:
Given that there are six main game modes in ''[[Kirby Super Star]]'', plus [[The Arena]], each one has its own distinct HUD, at least visually speaking. All of the HUDs have the following information in common, where applicable:
*Extra lives - the number of lives the player has remaining, represented by a number next to a small Kirby icon.
*Extra lives - the number of lives the player has remaining, represented by a number next to a small Kirby icon.
*Stamina - the amount of HP Kirby has remaining (now represented by a continuous meter, rather than in bars).
*Health - the amount of HP Kirby has remaining (now represented by a continuous meter, rather than in bars).
*Kirby's status - similar in function to ''Kirby's Adventure'', this shows what Copy Ability Kirby has, as well as other things.
*Kirby's status - similar in function to ''Kirby's Adventure'', this shows what Copy Ability Kirby has, as well as other things.
*[[Helper]] stamina - when a Helper is in the game, a separate life bar appears for it, usually in green as opposed to Kirby's red.
*[[Helper]] health - when a Helper is in the game, a separate life bar appears for it, usually in green as opposed to Kirby's red.
*Helper status - a portrait of the Helper will appear along with the life bar when the Helper is in play.
*Helper status - a portrait of the Helper will appear along with the life bar when the Helper is in play.
*Enemy stamina - shows when a Mid-Boss or Boss is on screen, and overlaps the score in some cases.
*Enemy health - shows when a Mid-Boss or Boss is on screen, and overlaps the score in some cases.


In addition, the following game modes have the following additional HUD elements:
In addition, the following game modes have the following additional HUD elements:
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*[[Revenge of Meta Knight]] - a timer displays in the center of the HUD which constantly ticks down. If the timer reaches 0, Kirby is automatically defeated. In addition, a space for the Helper's portrait and "Vital" is always shown, even if there is no Helper at play. Lastly, when characters have dialogue, it overlaps the HUD bar.
*[[Revenge of Meta Knight]] - a timer displays in the center of the HUD which constantly ticks down. If the timer reaches 0, Kirby is automatically defeated. In addition, a space for the Helper's portrait and "Vital" is always shown, even if there is no Helper at play. Lastly, when characters have dialogue, it overlaps the HUD bar.
*[[Milky Way Wishes]] - to the right of the HUD bar, the name of the planet Kirby is currently trekking through is always shown.
*[[Milky Way Wishes]] - to the right of the HUD bar, the name of the planet Kirby is currently trekking through is always shown.
* [[The Arena]] - a special HUD is used which removes extraneous information other than Kirby's status and stamina, and prominently features the opponent's stamina. If a Helper is summoned, its icon appears on the same side as Kirby's.
* [[The Arena]] - a special HUD is used which removes extraneous information other than Kirby's status and health, and prominently features the opponent's health along with their name. If a Helper is summoned, its icon appears on the same side as Kirby's.


<gallery>
<gallery>
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KSS RoMK Chapter 5 screenshot 15.png|In Revenge of Meta Knight, a prominent feature of the HUD is the timer in the middle, which constantly ticks down and defeats Kirby if it reaches 0.
KSS RoMK Chapter 5 screenshot 15.png|In Revenge of Meta Knight, a prominent feature of the HUD is the timer in the middle, which constantly ticks down and defeats Kirby if it reaches 0.
KSS Halfmoon screenshot 07.png|In Milky Way Wishes, the name of the planet Kirby is visiting is displayed to the right.
KSS Halfmoon screenshot 07.png|In Milky Way Wishes, the name of the planet Kirby is visiting is displayed to the right.
KSS The Arena VS Waddle Dee.png|The Arena's HUD prominently features the opponent's stamina.
KSS The Arena VS Waddle Dee.png|The Arena's HUD prominently features the opponent's health and name.
</gallery>
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=== ''Kirby's Star Stacker'' (SNES) ===
=== ''Kirby's Star Stacker'' (Super Famicom) ===
''[[Kirby's Star Stacker (Super Famicom)|Kirby's Star Stacker]]'' for [[Super Nintendo Entertainment System|Super Famicom]] has a similar set of HUD elements to its Game Boy predecessor, but the elements of it are spread out over a wider and more decorated screen due to the increased graphical capabilities of the new system. There are a few notable differences to mention, as follows:
''[[Kirby's Star Stacker (Super Famicom)|Kirby's Star Stacker]]'' for [[Super Nintendo Entertainment System|Super Famicom]] has a similar set of HUD elements to its Game Boy predecessor, but the elements of it are spread out over a wider and more decorated screen due to the increased graphical capabilities of the new system. There are a few notable differences to mention, as follows:
*[[Round Clear (Super Famicom)|Round Clear]] now has Kirby and King Dedede standing on opposite sides of the game board on star platforms, and the number of stars Kirby needs to stack is now represented as Dedede's "HP".
*[[Round Clear (Super Famicom)|Round Clear]] now has Kirby and King Dedede standing on opposite sides of the game board on star platforms, and the number of stars Kirby needs to stack is now represented as Dedede's "HP".
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*In the upper right, a small minimap can be seen showing the broad layout of the course and the player's position on it, along with the positions of the other racers where applicable.
*In the upper right, a small minimap can be seen showing the broad layout of the course and the player's position on it, along with the positions of the other racers where applicable.
*Beneath the minimap is a fractional indicator showing the player's current lap on the left and the total number of laps on the right.
*Beneath the minimap is a fractional indicator showing the player's current lap on the left and the total number of laps on the right.
*In the lower-right is the player's Charge gauge and speedometer. The speedometer displays miles per hour (mph) in the North American version of the game and kilometers per hour (kph) in other regional versions, showing the speed to a precision of two decimal points. The Charge meter surrounds the speedometer on both sides, and gradually fills up as the player builds charge, either by braking or gliding. The meter then releases that charge to give the player a boost when those actions end. Lastly, when the racer has a status effect (such as Kirby gaining a Copy Ability), a special illustrative effect is added to the mix to represent this.
*In the lower-right is the player's Charge gauge and speedometer. The speedometer displays miles per hour (mph) in the North American version of the game and kilometers per hour (km/h) in other regional versions, showing the speed to a precision of two decimal points. The Charge meter surrounds the speedometer on both sides, and gradually fills up as the player builds charge, either by braking or gliding. The meter then releases that charge to give the player a boost when those actions end. Lastly, when the racer has a status effect (such as Kirby gaining a Copy Ability), a special illustrative effect is added to the mix to represent this.


There are a large number of additional HUD elements that can appear based on circumstances and game mode, as follows:
There are a large number of additional HUD elements that can appear based on circumstances and game mode, as follows:
*When playing with more than one player, the game has to split the screen in various ways and add/alter various HUD elements. In two-player mode, the screen splits horizontally, additional indicators are added in the lower-left to denote whose screen is whose (P1 for player 1) which is also colored to match the player's color, and the minimap is replaced with a progress bar in-between the screens. In three-player mode, the screen is split into three equally-sized rectangular portions, with the fourth space being blank, and the minimap going there. In four-player mode, this last blank area is given to player 4, and the progress meter is once again used in place of a map. Other HUD elements (aside from the timer), have to be copied, simplified, and given to each player's screen.
*When playing with more than one player, the game has to split the screen in various ways and add/alter various HUD elements. In two-player mode, the screen splits horizontally, additional P1/P2/P3/P4 indicators are added in the lower-left to denote who uses which portion (which is also colored to match the player's color), and the minimap is replaced with a progress bar in-between the screens. In three and four player mode, the screen is split into four equally-sized rectangular portions, with the minimap filling one portion if there are three players. Other HUD elements (aside from the timer and progress bar) are copied, simplified, and given to each player's screen.
*During Time Attack and Free Run, after completing a lap for the first time, a text display will appear in the lower-left which shows the player's current/best times for the lap(s).
*During Time Attack and Free Run, after completing a lap for the first time, a text display will appear in the lower-left which shows the player's current/best times for the lap(s).
*If playing with "Damage" enabled in the options, an HP bar appears on the right side of the screen, which forces the player to retire if it becomes depleted.
*If playing with "Damage" enabled in the options, an HP bar appears on the right side of the screen, which eliminates the player if it becomes depleted.
*When playing on "Time" mode, rather than "Laps" mode, the timer is set to count down from a specified amount instead of up, and the race ends upon running out of time. The laps counter is replaced with a number that measures distance raced (in feet for American English and meters in other versions), and having the highest distance at the end of the race is the goal.
*When playing on "Time" mode, rather than "Laps" mode, the timer is set to count down from a specified amount instead of up, and the race ends upon running out of time. The laps counter is replaced with a number that measures distance raced (in feet for American English and meters in other versions), and having the highest distance at the end of the race is the goal.
*Certain Copy Abilities, such as [[Plasma]] and [[Bomb]], have additional meters that appear when using the ability, to indicate the relative strength or distance of the attack.
*Certain Copy Abilities, such as [[Plasma]] and [[Bomb]], have additional meters that appear when using the ability, to indicate the relative strength or distance of the attack.
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==== City Trial ====
==== City Trial ====
City Trial features largely the same HUD elements as Air Ride mode, with the following exceptions:
City Trial features largely the same HUD elements as Air Ride mode, with the following exceptions:
*The placing icon and laps counter are removed due to being irrelevant in the open city.
*The placing icon and laps counter are removed due to this mode not being based around racing.
*The HP meter is present by default, and can grow or shrink in length depending on how much HP Kirby's machine has.
*The HP meter is present by default, and can grow or shrink in length depending on how much HP Kirby's machine has.
*A large complicated map of the city appears in the lower-left which shows players' relative positions. In four-player splitscreen, this map is not available.
*A large complicated map of the city appears in the lower-left which shows players' relative positions.
*The timer is set to count down by default, with the city portion ending when time runs out. (The timer increments during Free Run mode.)
**In two-player split-screen, the map is on the bottom left corner of the screen belonging to the player with the lowest port (i.e. whoever is closest to being P1); in three-player split-screen, the map is in whichever quadrant is not being used; in four-player split-screen, the map is not present at all.
*The timer is set to count down by default, with the city portion ending when time runs out. The timer increments during Free Run mode.
*During certain events, a compass appears that directs the player to the location of the event, also giving them a distance measure to their target.
*During certain events, a compass appears that directs the player to the location of the event, also giving them a distance measure to their target.


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<gallery>
<gallery>
NebulaBelt Mahn.jpg|During a race in Air Ride mode with standard settings, the player has access to a number of different bits of info via the HUD, including their current speed, time, placing, and position on the map.
KAR Nebula Belt 1.png|During a race in Air Ride mode with standard settings, the player has access to a number of different bits of info via the HUD, including their current speed, time, placing, and position on the map.
KAR Grass gameplay.png|In Top Ride mode, a speedometer is eschewed in favor of showing all the players' relative placings along the bottom, and a map is no longer necessary due to the small size of the courses.
KAR Grass gameplay.png|In Top Ride mode, a speedometer is eschewed in favor of showing all the players' relative placings along the bottom, and a map is no longer necessary due to the small size of the courses.
KAR City Trial screenshot.png|The HUD during City Trial is largely the same as that for Air Ride, though an HP meter is added by default and the map is moved to a different location. The placing and laps indicators are also naturally ditched due to being irrelevant here.
KAR City Trial screenshot.png|The HUD during City Trial is largely the same as that for Air Ride, though an HP meter is added by default and the map is moved to a different location. The placing and laps indicators are also naturally ditched due to this mode not being based around making a certain number of laps around the area first.
</gallery>
</gallery>


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*The upper left of the upper screen contains a small illustration representing the stage Kirby is in, as well as displaying the current level.
*The upper left of the upper screen contains a small illustration representing the stage Kirby is in, as well as displaying the current level.
*Along the left side of the upper screen are two counters: the upper one represents the number of extra lives the player has, and the lower one shows how many [[Point Star]]s the player has collected. Upon reaching 100 in the point star counter, it resets to 0 and another extra life is awarded.
*Along the left side of the upper screen are two counters: the upper one represents the number of extra lives the player has, and the lower one shows how many [[Point Star]]s the player has collected. Upon reaching 100 in the point star counter, it resets to 0 and another extra life is awarded.
*Beneath the extra lives and point star counters is a meter representing Kirby's stamina. This is set to 4 units initially, but it can increase up to 8 by purchasing more via the [[Medal Swap]].
*Beneath the extra lives and point star counters is a meter representing Kirby's health. This is set to 4 units initially, but it can increase up to 8 by purchasing more via the [[Medal Swap]].
*The lower-left portion of the upper screen contains a rainbow-colored meter that represents how much ink the player has available to draw [[Rainbow Line]]s. This meter depletes when lines are drawn and replenishes gradually or quickly depending on where Kirby is. The meter can take on different appearances based on what line visuals the player has chosen.
*The lower-left portion of the upper screen contains a rainbow-colored meter that represents how much ink the player has available to draw [[Rainbow Line]]s. This meter depletes when lines are drawn and replenishes gradually or quickly depending on where Kirby is. The meter can take on different appearances based on what line visuals the player has chosen.
*The lower-right of the upper screen displays the name of the stage that Kirby is in.
*The lower-right of the upper screen displays the name of the stage that Kirby is in.
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*Beneath the ship part display are counters for the number of extra lives the player has and the Point Star counter, which functions identically to the way it did in ''Kirby: Canvas Curse''.
*Beneath the ship part display are counters for the number of extra lives the player has and the Point Star counter, which functions identically to the way it did in ''Kirby: Canvas Curse''.
*Along the bottom of the screen are status icons and life meters for each character in play. Kirby's health and status is always the left-most of these, and other players' statuses only appear when they are in play.
*Along the bottom of the screen are status icons and life meters for each character in play. Kirby's health and status is always the left-most of these, and other players' statuses only appear when they are in play.
*In ''[[Kirby's Return to Dream Land Deluxe]]'', an extra icon is added to the upper-left which shows which [[Stock Item|souvenir]] Kirby has available to use if any.


During the [[Challenge Stage]]s, the HUD changes in design, and the upper-left displays the timer and accumulated points in place of the 1-Up and point star counters in the main game.
During the [[Challenge Stage]]s, the HUD changes in design, and the upper-left displays the timer and accumulated points in place of the 1-Up and point star counters in the main game.
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=== ''Kirby's Dream Collection Special Edition'' ===
=== ''Kirby's Dream Collection Special Edition'' ===
''[[Kirby's Dream Collection Special Edition]]'' features six classic titles, which have all been unaltered aside from re-mapping the controls and being letterboxed to various degrees. The extra mode [[New Challenge Stages]] uses the engine and layout of the preceding game ''Kirby's Return to Dream Land'', particularly taking cues from the original Challenge Stages. As such, the HUD in New Challenge Stages is more-or-less identical to that of the Challenge Stages, with a few minor touch-ups, such as making Kirby's stamina bar larger in size.
''[[Kirby's Dream Collection Special Edition]]'' features six classic titles, which have all been unaltered aside from re-mapping the controls and being letterboxed to various degrees. The extra mode [[New Challenge Stages]] uses the engine and layout of the preceding game ''Kirby's Return to Dream Land'', particularly taking cues from the original Challenge Stages. As such, the HUD in New Challenge Stages is more-or-less identical to that of the Challenge Stages, with a few minor touch-ups, such as making Kirby's health bar larger in size.


<gallery>
<gallery>
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<gallery>
<gallery>
KTD Fine Fields Stage 2 3.png|The upper screen features Kirby's health and status at all times, and a special indicator appears when using devices that require the player to tilt the Nintendo 3DS system.
KTD Fine Fields Stage 2 3.png|The upper screen features Kirby's health and status at all times, and a special indicator appears when using devices that require the player to tilt the Nintendo 3DS system.
Coily Rattler Fight 2.jpg|During boss and mid-boss fights, a health bar appears for Kirby's opponent along with the name of the foe.
KTD Miiverse - Coily Rattler animation.jpg|During boss and mid-boss fights, a health bar appears for Kirby's opponent along with the name of the foe.
KTD Assist Star subscreen.png|The lower screen contains additional information, along with the space for the Assist Star and other actions as tap-able buttons.
KTD Assist Star subscreen.png|The lower screen contains additional information, along with the space for the Assist Star and other actions as tap-able buttons.
KTD Dededetour lower screen.png|The lower screen in Dededetour! has the same basic layout as in the Story Mode, but with a different motif and a timer instead of a Sun Stone counter.
KTD Dededetour lower screen.png|The lower screen in Dededetour! has the same basic layout as in the Story Mode, but with a different motif and a timer instead of a Sun Stone counter.
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<gallery>
<gallery>
KFD Springy Hand Land.png|During regular gameplay, only the health bars of fighters are visible on the HUD.
KFD Springy Hand Land.png|During regular gameplay, only the health bars of fighters are visible on the HUD.
KFD Official Screenshot Vs Kracko.jpg|During boss fights, bosses have their own health bars.
KFD DDDD Miiverse - KFD Kracko battle.jpg|During boss fights, bosses have their own health bars.
</gallery>
</gallery>


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</gallery>


=== ''Kirby: Planet Robobot'' ===
===''Kirby: Planet Robobot''===
''[[Kirby: Planet Robobot]]'' uses the same basic HUD layout as the preceding game ''Kirby: Triple Deluxe'', but with small touch-ups to the layout and a visual overhaul to match the futuristic aesthetic of the game. There are a few additions and changes to the lower screen, as follows:
''[[Kirby: Planet Robobot]]'' uses the same basic HUD layout as the preceding game ''Kirby: Triple Deluxe'', but with small touch-ups to the layout and a visual overhaul to match the futuristic aesthetic of the game. There are a few additions and changes to the lower screen, as follows:
*The point star counter has been moved to the upper-right corner.
*The point star counter has been moved to the upper-right corner.
*The Sun Stone counter has been replaced with a [[Code Cube]] counter.
*The Sun Stone counter has been replaced with a [[Code Cube]] counter.
*Buttons have been added on the left and right sides which activate menus for [[amiibo]] and [[Miiverse]] respectively.
*Buttons have been added on the left and right sides which activate menus for [[amiibo]] and [[Miiverse]] respectively. The Miiverse button is not present in the game's Korean version.


In [[Meta Knightmare Returns]], the lower screen is given an overhaul, eschewing the Assist Star space in favor of a layout similar to that of Meta Knightmare Ultra from ''Kirby Super Star Ultra''. This layout features an energy meter and four different special moves which cost energy to activate.
In [[Meta Knightmare Returns]], the lower screen is given an overhaul, eschewing the Assist Star space in favor of a layout similar to that of Meta Knightmare Ultra from ''Kirby Super Star Ultra''. This layout features an energy meter and four different special moves which cost energy to activate.
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=== ''Kirby's Extra Epic Yarn'' ===
=== ''Kirby's Extra Epic Yarn'' ===
''[[Kirby's Extra Epic Yarn]]'' has the same main HUD elements as the original game in the upper screen. The addition of a lower screen allows for more information to be displayed. In regular stages, a display there contains each piece of treasure that the player has managed to pick up in the stage. During boss fights, a decorative illustration shows instead.
''[[Kirby's Extra Epic Yarn]]'' has the same main HUD elements as the original game in the upper screen. The addition of a lower screen allows for more information to be displayed. In regular stages, a display there contains each piece of treasure that the player has managed to pick up in the stage. During boss fights, a decorative illustration shows instead. There are two buttons at the bottom for pausing the game and dropping a [[Ravel Ability]] if the player has one at the moment, which can be tapped with the stylus.
 
In [[Devilish Mode]], the lower screen is now colored purple and pink to match the colors of the [[Devil]]s, especially [[We-Devil]]. A star-shaped life meter is also present which displays how many [[Life Piece]]s the player currently has. In regular stages, collected treasures are moved slightly to the left to account for the presence of the life meter.


<gallery>
<gallery>
KEEY gameplay screenshot.png|The addition of a lower screen allows the player to keep track of treasures they have collected in the stage.
KEEY gameplay screenshot.png|The addition of a lower screen allows the player to keep track of treasures they have collected in the stage.
KEEY_Devilish_Mode_gameplay_screenshot.png|The lower screen's interface during [[Devilish Mode]] is slightly altered to feature a life meter and a purple-pink coloration for its background.
</gallery>
</gallery>


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===''Kirby and the Forgotten Land''===
===''Kirby and the Forgotten Land''===
Unlike previous ''Kirby'' games, certain HUD elements will often not be displayed on-screen all the time under certain circumstances. The following info is conveyed during regular gameplay:
Unlike previous ''Kirby'' games, certain HUD elements in ''[[Kirby and the Forgotten Land]]'' will often not be displayed on-screen all the time under certain circumstances. The following info is conveyed during regular gameplay:
*The upper-left corner features Kirby and Bandana Waddle Dee's health bars. Underneath the health bars is an icon showing any held [[Stock Item]]s Kirby might have on hand. The health bars disappear from the HUD if Kirby and/or Bandana Waddle Dee are at full health, whereas the Stock Item icon disappears if there's none available.
*The upper-left corner features Kirby and Bandana Waddle Dee's health bars. Underneath the health bars is an icon showing any held [[Stock Item]]s Kirby might have on hand. The health bars disappear from the HUD if Kirby and/or Bandana Waddle Dee are at full health, whereas the Stock Item icon disappears if there's none available.
*The upper-right corner features both a [[Star Coin]] counter and a [[Rare Stone]] counter. They only appear on-screen if either of the two are collected during gameplay.
*The upper-right corner features both a [[Star Coin]] counter and a [[Rare Stone]] counter. They only appear on-screen if either of the two are collected during gameplay.
*In the lower-left corner, a small indicator saying "Checkpoint" will flash briefly whenever Kirby reaches a point where he will reappear if he is defeated.
*In the lower-left corner, a small indicator saying "Checkpoint" will flash briefly whenever Kirby reaches a point where he will reappear if he is defeated.
*In the lower-right corner, [[Mission]] objectives will appear in a small display whenever they are fulfilled during gameplay. The same holds true after collecting a [[Piece of Leon's Soul]] in the [[Isolated Isles: Forgo Dreams|isolated isles of Forgo Dreams]].
*In the lower-right corner, [[Mission (Kirby and the Forgotten Land)|mission]] objectives will appear in a small display whenever they are fulfilled during gameplay. The same holds true after collecting a [[Piece of Leon's Soul]] in the [[Isolated Isles: Forgo Dreams|isolated isles of Forgo Dreams]].
*On-screen, various tutorial prompts will appear in certain situations, including small video displays and information on controls. This information can also appear in the lower-left depending on circumstances.
*On-screen, various tutorial prompts will appear in certain situations, including small video displays and information on controls. This information can also appear in the lower-left depending on circumstances.
*During boss fights, the enemy's health bar is displayed in the bottom-right corner for the duration of the battle.
*During boss fights, the enemy's health bar is displayed in the bottom-right corner for the duration of the battle.
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KDB Battle Royale overtime screenshot.png|An "overtime" event in a Battle Royale at the end of a [[Gourmet Grand Prix]], showing the placing in the upper-middle and a "defeated" notice at the bottom
KDB Battle Royale overtime screenshot.png|An "overtime" event in a Battle Royale at the end of a [[Gourmet Grand Prix]], showing the placing in the upper-middle and a "defeated" notice at the bottom
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== Trivia ==
*According to [[Masahiro Sakurai]], one of the reasons the HUD for ''Kirby's Adventure'' was made to encompass the entire lower portion of the screen was to help curtail Kirby's ability to simply fly over obstacles by reducing the overall "size" of the environment.<ref>[https://www.youtube.com/watch?v=khJa2vIW0xY "Kirby's Adventure" video on the YouTube channel "Masahiro Sakurai on Creating Games"]</ref>
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{{Navbox-Game Design}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]