Mechanic · health & lives · survival horror
Healing item
An item the player spends to restore health.
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A healing item restores health when the player uses it. In Silent Hill, a Health Drink adds 40 of Harry’s 100 health, a First Aid Kit 80, and an Ampoule 100; the Ampoule also fills a store of 300 that keeps restoring health as it drains1.
- InstantSilent Hill (1999). A Health Drink adds 40 health, a First Aid Kit 80, and an Ampoule 100, out of 100.1
- Over timeSilent Hill (1999). An Ampoule also fills a store of 300 that restores health as it drains.1
Games
| Game | Year | How | Note |
|---|---|---|---|
| Super Mario Bros. 2 | 1988 | Instant | every eighth enemy defeated comes back as a heart worth one mark |
| Silent Hill | 1999 | Instant | a Health Drink adds 40 health, a First Aid Kit 80, and an Ampoule 100, out of 100 |
| Silent Hill | 1999 | Over time | an Ampoule also fills a store of 300 that restores health as it drains |
Every claim about this mechanic, by game (2)
References
- ^ abcIn the US build, using a healing item from the inventory (
Inventory_PlayerItemScroll) adds 40 health for a Health Drink, 80 for a First Aid Kit, and 100 for an Ampoule, then clamps Harry's health to 0–100 and spends one item. An Ampoule also setshealthSaturationto 300 (a set, not an add).Player_LogicUpdatelowershealthSaturationbyg_DeltaTimeon each update and, while any remains, raises Harry's health by the same amount, capped at 100. So an Ampoule fills health and then keeps restoring it, up to 300 more in all (computed), with the store draining even while health is full.Codeshdecompilations/silent-hill-decompHow we know
1995void Inventory_PlayerItemScroll(u32* selectedItemId) // 0x800523D8src/bodyprog/items/item_screens_3.c line 1995 at 405a621 · upstream ↗ 2516 switch (g_SavegamePtr->items[g_SysWork.invItemSelectedIdx].id) ⋮ 2518 case InvItemId_HealthDrink: 2519 case InvItemId_FirstAidKit: 2520 case InvItemId_Ampoule: 2521 switch (g_SavegamePtr->items[g_SysWork.invItemSelectedIdx].id) ⋮ 2523 case InvItemId_FirstAidKit: 2524 g_SysWork.playerWork.player.health += Q12(80.0f); 2525 break; ⋮ 2527 case InvItemId_HealthDrink: 2528 g_SysWork.playerWork.player.health += Q12(40.0f); 2529 break; ⋮ 2531 case InvItemId_Ampoule: ⋮
src/bodyprog/items/item_screens_3.c lines 2516–2539 at 405a621 · upstream ↗ 1230void Player_LogicUpdate(s_SubCharacter* player, s_PlayerExtra* extra, GsCOORDINATE2* coords) // 0x80071CE8src/bodyprog/player_control.c line 1230 at 405a621 · upstream ↗ 1289 g_SavegamePtr->healthSaturation -= g_DeltaTime; 1290 g_SavegamePtr->healthSaturation = CLAMP(g_SavegamePtr->healthSaturation, Q12(0.0f), Q12(300.0f)); ⋮ 1292 if (g_SavegamePtr->healthSaturation != Q12(0.0f)) ⋮ 1294 playerChara.health += g_DeltaTime; 1295 playerChara.health = CLAMP(playerChara.health, Q12(0.0f), Q12(100.0f));
src/bodyprog/player_control.c lines 1289–1296 at 405a621 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-22.
Checked by a second AI model, 2026-10-22.
Sources
Code
- shdecompilations contributors. 2026. “silent-hill-decomp: a matching decompilation of Silent Hill for the PlayStation (shdecompilations/silent-hill-decomp).” Commit 405a621. shdecompilations/silent-hill-decomp @ 405a621 · licence, all uses