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Idk, the old HP bars keep a sense of nostalgia. It's the only game they used that exact style in and I always felt a sense of glee working my way down the colors until it was finally green.
I think maybe the reason they ever changed it to the green HP bars with blocks under them in later games was because of the sheer amount of health some bosses (particulary Sephiroth) have. In KH 1 Seph had already one invisible HP bar and in KH 2 he had like what, 20 bars?
They simply ran out of colors and decided to go all green after that, lol.
Well, I think that's why in BBS and KH3D, they chose to simply save on giving the enemies a ton of HP bars and simply boost up their defense by a time. Biggest example being Vanitas Remnant.
"Oh, he only has 1 HP Bar? How dissa--WHAT DA CRAP?!?!?!?!?!"
To be fair, Julius (as well as regular bosses Young Xehanort, Xemnas and Ansem SoD) also have tons of HP bars in DDD.
I dunno, I mean they do have several, but they're pretty tame when you compare them to the HP bars of other KH games.
And goodness, I forgot how merciless Days was... goodness, that game had such an odd difficulty spike.
It was part of what made it fun. You just never knew how many more bars that the boss had. It took me forever to understand that there were two purple-esque bars.
So did I! One time when I was facing The One Winged Angel, I couldn't understand why that purple bar wasn't going down like heck until I took one bar down, it was then it was invisible! But by then, I lost.
I didn't realize that either. It took me a while to understand it. Keeping the bars they way they are was a good move, imo.