History Main / AfterBossRecovery

23rd Aug '17 12:42:42 AM LucaEarlgrey
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** ''VideoGame/FinalFantasyX'' removes any negative status effects after battle. This includes KO; any downed party members will come back with 1 HP.
22nd Apr '17 5:49:59 AM Arbitrarily
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** The next save point is usually very close to the Boss room too, which can be used to fully heal Samus anyway.

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** The next save point is usually very close to the Boss room too, which can be used to fully heal Samus anyway. This happens after the Mother Brain fight and subsequent escape sequence. Defeating the Ruins Test automatically heals you too, though the save point is close by.


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** In Prime 3, the Leviathan Guardians don't have many drops, but once you destroy the Leviathan, you go back to your ship, which is what fully heals you.


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** Some story critical bosses in the Castlevania games won't drop anything, but the Save Point is always right next to the boss room in this instance.
17th Nov '16 7:08:18 PM erforce
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* Almost all of the ''Zelda'' games let you not only fully recover from a major boss fight, but also permanently increase your health meter, by obtaining {{Heart Container}}s.

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* Almost all of the ''Zelda'' ''Franchise/TheLegendOfZelda'' games let you not only fully recover from a major boss fight, but also permanently increase your health meter, by obtaining {{Heart Container}}s.



** The bosses of the very first VideoGame/{{Castlevania|I}} dropped red orbs which refilled HP. (Even the FinalBoss did this, which perplexed the WebVideo/TheAngryVideoGameNerd.)
** Nearly every boss in ''VideoGame/CastlevaniaSymphonyOfTheNight'' drops a Life Max Up which restores you to full HP.
** In ''VideoGame/CastlevaniaAriaOfSorrow'', any boss you defeat leaves behind a special powerup that restores all your HP and MP.
** ''VideoGame/CastlevaniaLamentOfInnocence'' does this too; every major boss leaves a different-colored orb behind when defeated, which restores all your HP. The same thing happens with optional bosses, which is a little weird considering that they drop weapons, not orbs.
** Bosses in ''VideoGame/CastlevaniaCurseOfDarkness'' leave behind glowing circles on the floor. Stand in them and your health and Hearts are fully restored, after which the circle fades.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', unlike other Castlevania games, you don't get a thing to help you get back to the save point intact. Pain and death tends to follow, and with some bosses actually killing the thing is only half the battle - the save point is a good distance and a gauntlet away, and recovery items are incredibly rare in the first place. Ow.
** ''VideoGame/CastlevaniaRondoOfBlood'' bosses leave either a red or blue orb behind; the color determines what stage you go to next.
** ''VideoGame/CastlevaniaHarmonyOfDissonance'' includes the orbs, and the developers must have noticed how players would try and catch them in every pose possible in the previous games, because if you catch an orb by jumping and attacking, or dive-kicking into it, a little message like "Good!" or "Great!" will appear. The fangame ''CastlevaniaFighter'' expands on this by giving you HP, MP and attack power bonuses if you catch the orbs by jumping, jumping and attacking, or doing a special move.

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** The bosses of the very first VideoGame/{{Castlevania|I}} ''VideoGame/{{Castlevania|I}}'' dropped red orbs which refilled HP. (Even the FinalBoss did this, which perplexed the WebVideo/TheAngryVideoGameNerd.)
** Nearly every boss in ''VideoGame/CastlevaniaSymphonyOfTheNight'' ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' drops a Life Max Up which restores you to full HP.
** In ''VideoGame/CastlevaniaAriaOfSorrow'', ''[[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]]'', any boss you defeat leaves behind a special powerup that restores all your HP and MP.
** ''VideoGame/CastlevaniaLamentOfInnocence'' ''[[VideoGame/CastlevaniaLamentOfInnocence Lament of Innocence]]'' does this too; every major boss leaves a different-colored orb behind when defeated, which restores all your HP. The same thing happens with optional bosses, which is a little weird considering that they drop weapons, not orbs.
** Bosses in ''VideoGame/CastlevaniaCurseOfDarkness'' ''[[VideoGame/CastlevaniaCurseOfDarkness Curse of Darkness]]'' leave behind glowing circles on the floor. Stand in them and your health and Hearts are fully restored, after which the circle fades.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', ''[[VideoGame/CastlevaniaCircleOfTheMoon Circle of the Moon]]'', unlike other Castlevania ''Castlevania'' games, you don't get a thing to help you get back to the save point intact. Pain and death tends to follow, and with some bosses actually killing the thing is only half the battle - the save point is a good distance and a gauntlet away, and recovery items are incredibly rare in the first place. Ow.
** ''VideoGame/CastlevaniaRondoOfBlood'' ''[[VideoGame/CastlevaniaRondoOfBlood Rondo of Blood]]'' bosses leave either a red or blue orb behind; the color determines what stage you go to next.
** ''VideoGame/CastlevaniaHarmonyOfDissonance'' ''[[VideoGame/CastlevaniaHarmonyOfDissonance Harmomy of Dissonance]]'' includes the orbs, and the developers must have noticed how players would try and catch them in every pose possible in the previous games, because if you catch an orb by jumping and attacking, or dive-kicking into it, a little message like "Good!" or "Great!" will appear. The fangame ''CastlevaniaFighter'' ''VideoGame/CastlevaniaFighter'' expands on this by giving you HP, MP and attack power bonuses if you catch the orbs by jumping, jumping and attacking, or doing a special move.



* ''VideoGame/FinalFantasyI'' for NES. While you aren't healed, per se, after fighting a Fiend, a few more steps teleports you completely out of the dungeon back to the world, where the party can rest via tent (provided one is in inventory), or in the case of the third Fiend, appear right back in town, and the Inn is right there.
* ''VideoGame/FinalFantasyIII DS'' instantly heals your party and restores dead party members when you defeat a boss, which is real nice, considering there are no Tents, Phoenix Downs are a rare commodity, and towns may or may not have the stuff to revive party members. But if you're playing the NES version, the only way to recover magic points in the final dungeon is with an elixir.
* ''VideoGame/FinalFantasyCrystalChroniclesRingOfFates'' also uses this. Doesn't matter how close to dead you are, those white flashes and strange choking noises the DS throws at you when you kill the big bosses heal you right up to 100%. Epilepsy the wonder-cure. Who knew?
* ''VideoGame/FinalFantasyIV'' does this with Rubicante, who heals you right after a boss battle. Since you have to fight him right away, it's only fair.

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* ''Franchise/FinalFantasy''
**
''VideoGame/FinalFantasyI'' for NES. While you aren't healed, per se, after fighting a Fiend, a few more steps teleports you completely out of the dungeon back to the world, where the party can rest via tent (provided one is in inventory), or in the case of the third Fiend, appear right back in town, and the Inn is right there.
* ** ''VideoGame/FinalFantasyIII DS'' instantly heals your party and restores dead party members when you defeat a boss, which is real nice, considering there are no Tents, Phoenix Downs are a rare commodity, and towns may or may not have the stuff to revive party members. But if you're playing the NES version, the only way to recover magic points in the final dungeon is with an elixir.
* ** ''VideoGame/FinalFantasyCrystalChroniclesRingOfFates'' also uses this. Doesn't matter how close to dead you are, those white flashes and strange choking noises the DS throws at you when you kill the big bosses heal you right up to 100%. Epilepsy the wonder-cure. Who knew?
* ** ''VideoGame/FinalFantasyIV'' does this with Rubicante, who heals you right after a boss battle. Since you have to fight him right away, it's only fair.



** ''ScurgeHive'' applies a similar mechanic, with the life forces of minor foes providing a bit of healing and experience, while bosses full-heal you and purge you of disease.

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** ''ScurgeHive'' ''VideoGame/ScurgeHive'' applies a similar mechanic, with the life forces of minor foes providing a bit of healing and experience, while bosses full-heal you and purge you of disease.



* ''VideoGame/WarCraftIII: The Frozen Throne'' introduced Runes pretty much for that reason, pick up items that restored mana or health or a variety of other beneficial effects (although they were scattered around the maps with no bases aswell, to speed up the action rather than forcing the player to return to a mana/health fountain after a hard fight.

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* ''Franchise/WarCraft''
**
''VideoGame/WarCraftIII: The Frozen Throne'' introduced Runes pretty much for that reason, pick up items that restored mana or health or a variety of other beneficial effects (although they were scattered around the maps with no bases aswell, to speed up the action rather than forcing the player to return to a mana/health fountain after a hard fight.



** In Soulblazer's second sequel, ''VideoGame/{{Terranigma}}'', you do not get any recovery at all. It is entirely possible to beat a boss with [[OneHitPointWonder 1HP left]], then continue through the next town to the next level and immediately die.

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** In Soulblazer's ''Soulblazer'''s second sequel, ''VideoGame/{{Terranigma}}'', you do not get any recovery at all. It is entirely possible to beat a boss with [[OneHitPointWonder 1HP left]], then continue through the next town to the next level and immediately die.



* In ''Videogame/DarkSouls'' and its [[Videogame/DarkSoulsII sequel]] you can usually find a bonfire almost immediately after particularly harrowing boss fights (which is to say most of them). A particularly nasty subversion occurs in the second game with one of these bonfires being guarded by [[spoiler:Vengarl's headless body.]]

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* ''Souls'' games:
**
In ''Videogame/DarkSouls'' and its [[Videogame/DarkSoulsII sequel]] you can usually find a bonfire almost immediately after particularly harrowing boss fights (which is to say most of them). A particularly nasty subversion occurs in the second game with one of these bonfires being guarded by [[spoiler:Vengarl's headless body.]]



* A staple in arcade ''BeatEmUp'' games. [[JustifiedTrope Justified]] by RuleOfFun - dying to the first mook's lucky jab after a two-minute intensive boss battle is frustrating and not likely for the player to pop in another quarter and continue.

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* A staple in arcade ''BeatEmUp'' BeatEmUp games. [[JustifiedTrope Justified]] by RuleOfFun - dying to the first mook's lucky jab after a two-minute intensive boss battle is frustrating and not likely for the player to pop in another quarter and continue.
5th Jul '16 5:06:54 PM Someoneman
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* Beating [[spoiler:[[ThatOneBoss Shadow Man]] [[RecurringBoss for the final time]]]] in ''VideoGame/Rockman4MinusInfinity'' nets you a [[VideoGame/MegaMan1 Yashichi]], which restores all your health and weapon energy. The orbs the Robot Masters drop when you fight them again in Wily Stage 3 also refilly our health.

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* Beating [[spoiler:[[ThatOneBoss Shadow Man]] [[spoiler:Shadow Man [[RecurringBoss for the final time]]]] in ''VideoGame/Rockman4MinusInfinity'' nets you a [[VideoGame/MegaMan1 Yashichi]], which restores all your health and weapon energy. The orbs the Robot Masters drop when you fight them again in Wily Stage 3 also refilly our health.
24th Feb '16 9:33:19 AM MegaMarioMan
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* The battle with the Thug Leader on Endako in ''RatchetAndClankGoingCommando''. There's plenty of ammo crates around for resupply if Ratchet dies in the attempt, since there's no weapons vendor around.

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* The battle with the Thug Leader on Endako in ''RatchetAndClankGoingCommando''.''VideoGame/RatchetAndClankGoingCommando''. There's plenty of ammo crates around for resupply if Ratchet dies in the attempt, since there's no weapons vendor around.
2nd Feb '16 7:10:35 AM case
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Sometimes this is done even if the next section of the game is story-driven with no danger in it, to keep the player from being on-edge, and to prevent CriticalAnnoyance.


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* In ''VideoGame/DanceDanceRevolution MAX'' and a few of the games after it, the Oni\Challenge mode gives the player four HP, taking one away for every step with less than "Great" timing. After most songs, 1 HP would be given back, but after certain tough songs, multiple HP would be awarded, or the HP bar would even be maxed back to four.
25th Dec '15 4:02:37 AM Doug86
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* Used fairly often in ''KingdomHearts''. Noticeable in the first game, when fighting a Behemoth in The End of the World, after it dies, it leaves a ''mountain'' of HP orbs, MP bubbles, and usually some ''really'' rare items.

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* Used fairly often in ''KingdomHearts''.''Franchise/KingdomHearts''. Noticeable in the first game, when fighting a Behemoth in The End of the World, after it dies, it leaves a ''mountain'' of HP orbs, MP bubbles, and usually some ''really'' rare items.
23rd Dec '15 5:35:19 PM DeisTheAlcano
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* Several of the ''VideoGame/{{Metroid}}'' games do this when you beat a boss or mini boss. Though this is done a bit more realistically: enemies drop energy and ammo, stronger enemies drop more energy and ammo, bosses drop lots of energy and ammo while not necessarily fully healing. Rather, it's more of a way to help you not die on your way back to the save point. ''VideoGame/MetroidZeroMission'' continues to use AfterBossRecovery even though half of the major bosses have Chozo statues in the rooms behind them that provide armor upgrades with full energy/ammo recharge, but this is mostly for players going for [[SelfImposedChallenge no-item runs]].

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* Several of the ''VideoGame/{{Metroid}}'' ''Franchise/{{Metroid}}'' games do this when you beat a boss or mini boss. Though this is done a bit more realistically: enemies drop energy and ammo, stronger enemies drop more energy and ammo, bosses drop lots of energy and ammo while not necessarily fully healing. Rather, it's more of a way to help you not die on your way back to the save point. ''VideoGame/MetroidZeroMission'' continues to use AfterBossRecovery even though half of the major bosses have Chozo statues in the rooms behind them that provide armor upgrades with full energy/ammo recharge, but this is mostly for players going for [[SelfImposedChallenge no-item runs]].



** Right after fighting the Omega Pirate in ''MetroidPrime'' you can find an [[HeartContainer Energy Tank]], which not only restores you to full health, but increases your maximum amount of HP.

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** Right after fighting the Omega Pirate in ''MetroidPrime'' ''VideoGame/MetroidPrime'' you can find an [[HeartContainer Energy Tank]], which not only restores you to full health, but increases your maximum amount of HP.
26th Nov '15 7:45:48 PM The_Mattias
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* ''VideoGame/Shadowofthecolossus has you teleport to



* ''VideoGame/Shadowofthecolossus has Wander get teleported back to the Shrine of Worship, with his health meter restored right after beating a Colossus. It also increases each time you defeat a Colossus.

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* ''VideoGame/Shadowofthecolossus ''VideoGame/ShadowOfTheColossus'' has Wander get teleported back to the Shrine of Worship, with his health meter restored right after beating a Colossus. It also increases each time you defeat a Colossus.
8th Nov '15 8:39:46 PM Tuckerscreator
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* Several of the ''VideoGame/{{Metroid}}'' games do this when you beat a boss or mini boss. Though this is done a bit more realistically: enemies drop energy and ammo, stronger enemies drop more energy and ammo, bosses drop lots of energy and ammo while not necessarily fully healing. Rather, it's more of a way to help you not die on your way back to the save point. ''[[VideoGameRemake Metroid: Zero Mission]]'' continues to use AfterBossRecovery even though half of the major bosses have Chozo statues in the rooms behind them that provide armor upgrades with full energy/ammo recharge, but this is mostly for players going for [[SelfImposedChallenge no-item runs]].

to:

* Several of the ''VideoGame/{{Metroid}}'' games do this when you beat a boss or mini boss. Though this is done a bit more realistically: enemies drop energy and ammo, stronger enemies drop more energy and ammo, bosses drop lots of energy and ammo while not necessarily fully healing. Rather, it's more of a way to help you not die on your way back to the save point. ''[[VideoGameRemake Metroid: Zero Mission]]'' ''VideoGame/MetroidZeroMission'' continues to use AfterBossRecovery even though half of the major bosses have Chozo statues in the rooms behind them that provide armor upgrades with full energy/ammo recharge, but this is mostly for players going for [[SelfImposedChallenge no-item runs]].
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