History Main / MercyInvincibility

7th Apr '18 11:15:46 AM __Vano
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* In ''VideoGame/JudgeDredd'', not only the player has mercy invincibility, but so do ''all'' the enemies, including bosses. Moreover, apart from wasting limited ammo, hitting an enemy during this time is recorded as a miss, lowering the accuracy bonus given at the end of a level. This strongly encourages the player to time their shots and fire singles rather than bursts.




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* While the Sega Genesis version of ''VideoGame/TrueLies'' has mercy invincibility, the SNES version doesn't (being almost identical otherwise). This makes enemies' burst attacks much more dangerous.
30th Mar '18 4:58:02 AM Sontin
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** Necessary in the GameGear/Master System version of this game, as the Chaos Emeralds are hidden in the levels as opposed to in Special Stages. Most require exploring and some thinking to get to, but the one in Labyrinth Zone is actually in a small pit of spikes. There are no nearby enemies, so the only way you can do it is to deliberately jump into the spikes and take damage, then while you're invincible jump in again, grab the Chaos Emerald and jump back out before that invincibility wears off and you die.
26th Mar '18 7:03:49 PM HyperEmerson
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** In ''Rockman4MinusInfinity'', one boss does not have Mercy Invincibility: [[spoiler:the first form of the Wily Machine. Given that it has 784 energy, 28 times the regular amount, this is most definitely a welcome change.]]

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** In ''Rockman4MinusInfinity'', ''VideoGame/Rockman4MinusInfinity'', Mega Man only has a split second of invincibility per hit. The ultimate secret boss of the story mode bypasses even that with any of his moves. On the other hand, one boss does not have Mercy Invincibility: [[spoiler:the first form of the Wily Machine. Given that it has 784 energy, 28 times the regular amount, this is most definitely a welcome change.]]
7th Mar '18 3:58:31 PM nombretomado
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* To demonstrate the importance of this: there was no temporary invincibility in the Genesis game ''ToejamAndEarl''. Any enemy which could move faster than the main characters could walk could hit them over and over without giving them any chance to get away or retaliate. Thus the player could be "juggled" into oblivion by a single wimpy enemy.

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* To demonstrate the importance of this: there was no temporary invincibility in the Genesis game ''ToejamAndEarl''.''VideoGame/ToejamAndEarl''. Any enemy which could move faster than the main characters could walk could hit them over and over without giving them any chance to get away or retaliate. Thus the player could be "juggled" into oblivion by a single wimpy enemy.
1st Mar '18 8:30:08 PM nombretomado
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* {{SNK}}'s (pre-UsefulNotes/NeoGeo) game ''VideoGame/{{Athena}}'', being a very early platformer, did not feature this trope. Combined with the fact that enemy AI consisted of "follow the player", it only took one misstep to completely deplete your life bar from full.

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* {{SNK}}'s {{Creator/SNK}}'s (pre-UsefulNotes/NeoGeo) game ''VideoGame/{{Athena}}'', being a very early platformer, did not feature this trope. Combined with the fact that enemy AI consisted of "follow the player", it only took one misstep to completely deplete your life bar from full.
15th Feb '18 5:47:38 PM Adbot
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Very common in all kinds of {{Platformer}}. {{Shoot Em Up}}s also have this, typically after losing a life, giving your new life a chance to position outside of enemy fire. The traditional form of this occurs much less commonly in the FirstPersonShooter, though many games do invoke a similar mechanic where players are invulnerable for a brief period after respawning. Many SpeedRun strategies exploit these invincibility frames for more efficient maneuvering.

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Very common in all kinds of {{Platformer}}. {{Shoot Em Up}}s also have this, typically after losing a life, giving your new life a chance to position outside of enemy fire. The traditional form of this occurs much less commonly in the FirstPersonShooter, though many games do invoke a similar mechanic variant where players are a player is invulnerable for a brief period after respawning.respawning is present in many [=FPS=] titles. Many SpeedRun strategies exploit these invincibility frames for more efficient maneuvering.
15th Feb '18 5:44:34 PM Adbot
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Very common in all kinds of {{Platformer}}. {{Shoot Em Up}}s also have this, typically after losing a life, giving your new life a chance to position outside of enemy fire. Occurs much less commonly in the FirstPersonShooter. Many SpeedRun strategies exploit these invincibility frames for more efficient maneuvering.

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Very common in all kinds of {{Platformer}}. {{Shoot Em Up}}s also have this, typically after losing a life, giving your new life a chance to position outside of enemy fire. Occurs The traditional form of this occurs much less commonly in the FirstPersonShooter.FirstPersonShooter, though many games do invoke a similar mechanic where players are invulnerable for a brief period after respawning. Many SpeedRun strategies exploit these invincibility frames for more efficient maneuvering.
29th Jan '18 11:03:48 AM Adven1966
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* ''VideoGame/ClarencesBigChance'': It actually lasts for quite a while.
12th Jan '18 3:19:21 PM Medinoc
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* Ditto ''VideoGame/WonderBoyIIITheDragonTrap'', but getting hit while invulnerable would reset the invincibility timer, so being juggled by enemies would not deplete the lifebar within seconds.

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* Ditto ''VideoGame/WonderBoyIIITheDragonTrap'', ''VideoGame/WonderBoyIIITheDragonsTrap'', but getting hit while invulnerable would reset the invincibility timer, so being juggled by enemies would not deplete the lifebar within seconds.
12th Jan '18 3:18:52 PM Medinoc
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* Ditto ''VideoGame/WonderBoyIIITheDragonTrap'', but getting hit while invulnerable would reset the invincibility timer, so being juggled by enemies would not deplete the lifebar within seconds.
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