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more about Zelda


** In ''Videogame/TheLegendOfZelda'', both Link and his foes have mercy invincibility, but Link's lasts longer.

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** In ''Videogame/TheLegendOfZelda'', both Link and his foes have mercy invincibility, but Link's lasts longer. You can swing your sword as fast as you want, but enemies can't take damage that fast. Thankfully, neither can you, even if standing on top of an enemy who causes CollisionDamage.
** In ''Videogame/TheLegendOfZeldaII'', Link has a slight period of invincibility after being hit, but this also comes with being knocked back by the hit. It is rather hard to abuse mercy invincibility to gain distance in this game unless your LIFE stat is absurdly high.

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* Most of the games in the [[Franchise/TheLegendOfZelda Zelda]] series have this as a mechanic for Link, but not for his enemies. After taking damage, Link cannot take damage again until a specific period of time has elapsed, though this time period is usually quite short.
** In ''Videogame/TheLegendOfZelda'', both Link and his foes have mercy invincibility, but Link's lasts longer.
** In ''Videogame/TheLegendOfZeldaTheWindWaker'', some enemies do have mercy invincibility as well, and this depends on how and what items you hit them with. Most enemies can be knocked down with a jump attack, but this also affords them the ability to get back up without being vulnerable to you.
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* [[Series/DoctorWho Doctor Who]] has this for the Time Lords: for fifteen or so hours after a Time Lord regenerates, they can easily heal from any injury they sustain, like [[Recap/DoctorWho2005CSTheChristmasInvasion growing back lost body parts]] and [[Recap/DoctorWhoS32E8LetsKillHitler laughing off gunshot wounds]].


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As a small mercy, most games that work according to these rules grant the player a small span of invulnerability whenever damage is taken, giving him time to extricate himself before another hit can be taken. This is visually indicated in most games by partial transparency or flashing of the player sprite. The momentary invulnerability may be substituted for (or coupled with) the player character being physically [[{{Knockback}} thrown backward]] from the point of impact.

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As a small mercy, most games that work according to these rules grant the player a small span of invulnerability whenever damage is taken, giving him time to extricate himself before another hit can be taken. This is visually indicated in most games by partial transparency or flashing of the player sprite. The momentary invulnerability may be substituted for (or coupled with) the player character being physically [[{{Knockback}} thrown backward]] from the point of impact.
impact. If the player isn't knocked back and takes different amounts of damage from different attacks, there may be situations where a player can deliberately run into something that deals little damage and use the Mercy Invincibility to run past something more dangerous.

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* Getting knocked down by enemies in ''VideoGame/PhantasyStarOnline'' provides with you invincibility that lasts from when you start falling down to a short moment after you stand up, allowing you enough time to use a recovery item to save yourself.
** Also present in the sequel, but it's not nearly as helpful as before, as you're now vulnerable the moment you've regained control, meaning you'll just immediately get hit again if an attack is in contact with you when this happens.
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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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* ''VideoGame/GoldenEye1997'' for the N64 played this straight, providing about half a second of invulnerability to the player after being damaged to make it easier to survive and escape a fierce gunfight.

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* ''VideoGame/GoldenEye1997'' for the N64 played this straight, providing about half a second of invulnerability to the player after being damaged to make it easier to survive and escape a fierce gunfight. This somewhat nerfs the impact of automatic weapons, especially in multiplayer.
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** ''RaymanOrigins'' again makes damage knock you back and you're only invulnerable for about half a second, which is a major factor contributing to the game's NintendoHard status.

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** ''RaymanOrigins'' ''VideoGame/RaymanOrigins'' again makes damage knock you back and you're only invulnerable for about half a second, which is a major factor contributing to the game's NintendoHard status.
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* The mobile game ''Clash of Clans'' has a "Shield" mechanic, which prevents the player's village from being attacked by other players (and is lost if the player decides to attack another player's village) which can be purchased using real money. At the start of the game, each player gets a free shield for two days while they get their village started, and taking enough damage during another player's raid will grant the village a free shield whose duration is based on total damage taken.
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* ''Manga/DragonBall Advanced Adventure'' gives you a moment of safety if you get hit a strong attack or multiple small ones in a row, but the bosses also get a form of it. After you hit them enough times in a combo, once you stop juggling them they'll flash blue for a few seconds. While they're flashing, your attacks will connect for no damage at all, indicated by a dull "thunk" with each hit.

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* ''Manga/DragonBall Advanced Adventure'' gives you a moment of safety if you get hit a strong attack or multiple small ones in a row, but the bosses also get a form of it. After you hit them enough times in a combo, once you stop juggling them they'll flash blue for a few seconds. While they're flashing, your attacks will connect for no damage at all, indicated by a dull "thunk" with each hit.
hit. This can be abused by first knocking the enemy into the air with a LauncherMove and comboing them to death before they hit the ground to screw them out of their MercyInvincibility, although this can be extremely hard to do outside of a [[SpeedRun TAS]] and isn't really possible to do at all in VS battles.
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* Played straight and averted in ''ShinMegamiTenseiNocturne''. While a new fight won't start the moment you finish your last fight, it's still entirely possible for a new team of demons to show up as reinforcements in the first fight after you beat the first team. With the skill riberama to make the odds of battle increase you can occasionally fight up to four or five teams in a row.

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* Played straight and averted in ''ShinMegamiTenseiNocturne''.''VideoGame/ShinMegamiTenseiIIINocturne''. While a new fight won't start the moment you finish your last fight, it's still entirely possible for a new team of demons to show up as reinforcements in the first fight after you beat the first team. With the skill riberama to make the odds of battle increase you can occasionally fight up to four or five teams in a row.
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* Freeware ''VideoGame/NinjaSenki'' uses mercy invincibility, but as it comes alongside savage knockback, it's not much of an advantage.
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** In ''MegaMan10'', the reason the Triple Blade is so powerful at point blank range is that each blade counts for a separate hit, thus letting you hit an enemy for 3 hits before MercyInvincibility kicks in.

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** In ''MegaMan10'', ''VideoGame/MegaMan10'', the reason the Triple Blade is so powerful at point blank range is that each blade counts for a separate hit, thus letting you hit an enemy for 3 hits before MercyInvincibility kicks in.



* Both played straight and averted in the Mega Man ''BattleNetwork'' series in the case of both the player and bosses. Some attacks triggered mercy invincibility, while others didn't (Usually multi-hitting ones). The latter were initially favored over the former for obvious reasons (Or for those fighting bosses with them, hated), but later games in the series added attacks that ''ignore and remove mercy invincibility'', which made the former more practical to use.

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* Both played straight and averted in the Mega Man ''BattleNetwork'' ''VideoGame/MegaManBattleNetwork'' series in the case of both the player and bosses. Some attacks triggered mercy invincibility, while others didn't (Usually multi-hitting ones). The latter were initially favored over the former for obvious reasons (Or for those fighting bosses with them, hated), but later games in the series added attacks that ''ignore and remove mercy invincibility'', which made the former more practical to use.
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* ''VideoGame/InFamous'' doesn't give Cole any mercy invincibility when he's hurt, but enemies tend to hold their fire for a second if you get knocked down. With some glaring exceptions. The First Sons Conduits are key examples; if you're attacked by multiple ones, the first will knock you down with a shotgun blast, at which point his allies will ''shoot you while you're down''.
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** For the X games in the PS1 era, bosses have a very short invincibility period after being hit by X's buster, allowing him to deal damage at a much faster pace. As a downside, bosses now have much more health (In X5 even, they have life bars that stretch ''the entire screen''). They still get full invincibility when you hit them with a charged shot or they weakness, however.
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* MassEffect3 multiplayer has this in the form of the [[http://social.bioware.com/forum/1/topic/343/index/14478691 Health and Shield "Gates"]], when reaching 0% shield or 5% health a short invincibility is activated of a length depending on the difficulty level. To prevent too much abuse it can only be triggered every few seconds.

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* MassEffect3 ''VideoGame/MassEffect3'' multiplayer has this in the form of the [[http://social.bioware.com/forum/1/topic/343/index/14478691 Health and Shield "Gates"]], when reaching 0% shield or 5% health a short invincibility is activated of a length depending on the difficulty level. To prevent too much abuse it can only be triggered every few seconds.
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* MassEffect3 multiplayer has this in the form of the [[http://social.bioware.com/forum/1/topic/343/index/14478691 Health and Shield "Gates"]], when reaching 0% shield or 5% health a short invincibility is activated of a length depending on the difficulty level. To prevent too much abuse it can only be triggered every few seconds.
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->''"But I suddenly scream "Shit!"''
->''Because my guy has just been hit''
->''With my hits points indicator less than full''
->
->''But it's quite inconsequential''
->''And my wrath will be torrential''
->''For the following one second''
->''I am in-vin-ci-a-ble"''

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->''"But I suddenly scream "Shit!"''
->''Because
"Shit!"''\\
''Because
my guy has just been hit''
->''With
hit''\\
''With
my hits points indicator less than full''
->
->''But
full''\\
\\
''But
it's quite inconsequential''
->''And
inconsequential''\\
''And
my wrath will be torrential''
->''For
torrential''\\
''For
the following one second''
->''I
second''\\
''I
am in-vin-ci-a-ble"''



* A clear mark of a skilled ''{{Metal Slug}}'' player, is watching them jump in and out of a vehicle repeatedly to abuse the few seconds of MercyInvincibility it grants.

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* A clear mark of a skilled ''{{Metal Slug}}'' ''VideoGame/MetalSlug'' player, is watching them jump in and out of a vehicle repeatedly to abuse the few seconds of MercyInvincibility it grants.
* In ''VideoGame/HolyDiver'', the invincibility period after getting hit is often the most efficient way of getting past the more overpowered enemies.

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\'\'Metal Slug\'\' is a platformer series, not a shmup series.



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* A clear mark of a skilled ''{{Metal Slug}}'' player, is watching them jump in and out of a vehicle repeatedly to abuse the few seconds of MercyInvincibility it grants.



* A clear mark of a skilled ''{{Metal Slug}}'' player, is watching them jump in and out of a vehicle repeatedly to abuse the few seconds of MercyInvincibility it grants.
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[[AC:Similar concepts outside videogames]]
* A common rule in the children's game of Tag is "no tag-backs", meaning that once a person has been tagged as "It", the person who tagged them must be allowed to get away without being tagged right back.

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[[AC:ThirdPersonShooter]]
* In MegaManLegends, Mega Man gets a second or two of mercy invincibility each time he gets knocked down. What makes this game notable in this regard is that there is an item (the trademark Mega Man helmet) that makes him much harder to knock down. The game plays this off as a good thing, but if you can't be knocked down, that means many enemies can just keep you in stunlock (i.e. flinching so many times you can't move at all) with machine gun fire until you are dead. Being knocked down causes you no extra damage, and allows you enough time after you get up to move out of the way.



[[AC:ThirdPersonShooter]]
* In MegaManLegends, Mega Man gets a second or two of mercy invincibility each time he gets knocked down. What makes this game notable in this regard is that there is an item (the trademark Mega Man helmet) that makes him much harder to knock down. The game plays this off as a good thing, but if you can't be knocked down, that means many enemies can just keep you in stunlock (i.e. flinching so many times you can't move at all) with machine gun fire until you are dead. Being knocked down causes you no extra damage, and allows you enough time after you get up to move out of the way.
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[[AC:ThirdPersonShooter]]
* In MegaManLegends, Mega Man gets a second or two of mercy invincibility each time he gets knocked down. What makes this game notable in this regard is that there is an item (the trademark Mega Man helmet) that makes him much harder to knock down. The game plays this off as a good thing, but if you can't be knocked down, that means many enemies can just keep you in stunlock (i.e. flinching so many times you can't move at all) with machine gun fire until you are dead. Being knocked down causes you no extra damage, and allows you enough time after you get up to move out of the way.
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Tropes cannot be averted/subverted/whatever \"cruelly\"


** Cruelly inverted in ''VideoGame/MegaManAndBass'', where bosses get LONGER mercy invincibility than the player character. The real kicker? Bass's primary weapon is a weak rapid-fire shot. However, only the first hit will count for anything, meaning any boss fought with Bass' default weapon takes much, much, much longer to kill than it should.

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** Cruelly inverted Inverted in ''VideoGame/MegaManAndBass'', where bosses get LONGER mercy invincibility than the player character. The real kicker? Bass's primary weapon is a weak rapid-fire shot. However, only the first hit will count for anything, meaning any boss fought with Bass' default weapon takes much, much, much longer to kill than it should.
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** You actually could get mercy invincibility in one case: getting flattened by an giant hamster ball, or the ice cream man.

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** You actually could get mercy invincibility in one case: getting flattened by an giant hamster ball, or the ice cream man. However, this ''only'' protected you from getting squished again for a few seconds; normal attacks from enemies would still hurt.
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* Minimal in ''VideoGame/TheGuardianLegend'', providing less than a second of protection, and only against small enemy collisions. Large lasers or enemy attacks do so much damage that sustained contact drains your shield almost instantly.
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* Averted completely in the ''VideoGame/PokemonRumble'' series, making it rather important to deal with large groups of enemies cautiously.
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* ''{{VideoGame/eXceed}} 3rd Jade Penetrate'' gives you a few seconds of Mercy Invincibility to give you enough time to fly around the screen to pick up the Mini-Tiamats you dropped on death.
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* A clear mark of a skilled ''{{Metal Slug}}'' player, is watching them jump in and out of a vehicle repeatedly to abuse the few seconds of MercyInvincibility it grants.
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** Likewise, ''VideoGame/SonicGenerations'' will avoid mercy invincibility if you're forced forward and hit spikes, much like getting killed by a crusher trap (thankfully there's only one level where this can happen.)
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* In ''StarControl 2: The Ur'quan Masters'', an encounter would normally be triggered whenever the player's flagship touched another spaceship on the map screen, but for a short period following an encounter the player was able to pass by any number of ships without another encounter resulting. This prevented an immediate re-encounter with the same ship, but was also useful when the player was being swarmed by dozens of hostile fighters. The encounter-free period was signaled by the ''non-player'' ship flickering.

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* In ''StarControl ''VideoGame/StarControl 2: The Ur'quan Masters'', an encounter would normally be triggered whenever the player's flagship touched another spaceship on the map screen, but for a short period following an encounter the player was able to pass by any number of ships without another encounter resulting. This prevented an immediate re-encounter with the same ship, but was also useful when the player was being swarmed by dozens of hostile fighters. The encounter-free period was signaled by the ''non-player'' ship flickering.



* ''VideoGame/CaveStory'' - In areas past the Plantation, it is probably the main reason you die at a NintendoHard pace instead an PlatformHell pace.

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* ''VideoGame/CaveStory'' - In areas past the Plantation, it is probably the main reason you die at a NintendoHard pace instead an of a PlatformHell pace.



* The ''StreetsOfRage'' series has a unique take on this. Like all other beat em ups, your character cannot be hurt while they get up after being knocked down. However, when you lose a life and respawn by falling from the sky, all enemies, including bosses, on the screen are knocked down in order to prevent the enemies from ganging up on the player that just spawned.

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* The ''StreetsOfRage'' ''VideoGame/StreetsOfRage'' series has a unique take on this. Like all other beat em ups, your character cannot be hurt while they get up after being knocked down. However, when you lose a life and respawn by falling from the sky, all enemies, including bosses, on the screen are knocked down in order to prevent the enemies from ganging up on the player that just spawned.



** Although ''NeedForSpeed'' games feature this ability, ''Most Wanted'', ''Carbon'', and ''Undercover'' have actually made it ''less'' useful. Considering the fact that there are two situations where resetting would be useful (flipped over car and tires shredded from a police spike strip), the first instance has the car reset automatically, and late in the game, such a situation means you've probably lost the race anyway. The second situation, where the player's tires have been shredded (preventing a getaway as the car simply ''will not move''), seems like it would be useful, but the reset inevitably places the car in the middle of the pursuing police with no velocity, resulting in an arrest before the player can do anything.

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** Although ''NeedForSpeed'' ''VideoGame/NeedForSpeed'' games feature this ability, ''Most Wanted'', ''Carbon'', and ''Undercover'' have actually made it ''less'' useful. Considering the fact that there are two situations where resetting would be useful (flipped over car and tires shredded from a police spike strip), the first instance has the car reset automatically, and late in the game, such a situation means you've probably lost the race anyway. The second situation, where the player's tires have been shredded (preventing a getaway as the car simply ''will not move''), seems like it would be useful, but the reset inevitably places the car in the middle of the pursuing police with no velocity, resulting in an arrest before the player can do anything.



* Like a lot of fighters, ''VideoGame/DissidiaFinalFantasy'' uses this to let characters who have been PunchedAcrossTheRoom or knocked over recover and get back in the fight. However, ''unlike'' a lot of fighters, this is averted in the sequel, ''Duodecim''. Yeah, ''you'' can't whale on your opponent further after you've nailed them to the wall--but your ''[[AssistCharacter assist]]'' can. And if your assist was the one to do the wall-nailing, then you can gladly continue the damage. This is the main way players unleash combos in that game.

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* Like a lot of fighters, ''VideoGame/DissidiaFinalFantasy'' uses this to let characters who have been PunchedAcrossTheRoom or knocked over recover and get back in the fight. However, ''unlike'' a lot of fighters, this is averted in the sequel, ''Duodecim''. Yeah, ''you'' can't whale on your opponent further after you've nailed them to the wall--but your ''[[AssistCharacter assist]]'' AssistCharacter can. And if your assist was the one to do the wall-nailing, then you can gladly continue the damage. This is the main way players unleash combos in that game.



* ''VideoGame/{{BioShock 2}}'' added this to the LastChanceHitPoint mechanic already present in the first game.

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* ''VideoGame/{{BioShock 2}}'' ''VideoGame/BioShock2'' added this to the LastChanceHitPoint mechanic already present in the first game.



* In ''PhantasyStarOnline'', players would be knocked down and receive a short mercy invincibility period as they stood up again if they took more than a certain percentage of their max HP in damage in a single blow. This led to an absurd situation in which certain characters with more HP and higher levels were in fact, less survivable than low level characters with less HP, and many players simply minimized their HP and defense stats on purpose to make use of this.

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* In ''PhantasyStarOnline'', ''VideoGame/PhantasyStarOnline'', players would be knocked down and receive a short mercy invincibility period as they stood up again if they took more than a certain percentage of their max HP in damage in a single blow. This led to an absurd situation in which certain characters with more HP and higher levels were in fact, less survivable than low level characters with less HP, and many players simply minimized their HP and defense stats on purpose to make use of this.



* In ''CityOfHeroes'', self-revive powers have a brief period of complete invulnerability for a moment or two after pulling yourself off the floor. Also, a character revived by any means will be protected from XP Debt (the game's penalty for being defeated) for a short period of time, to allow a character to be revived without risk of being penalized twice if they get defeated immediately after rezzing.

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* In ''CityOfHeroes'', ''VideoGame/CityOfHeroes'', self-revive powers have a brief period of complete invulnerability for a moment or two after pulling yourself off the floor. Also, a character revived by any means will be protected from XP Debt (the game's penalty for being defeated) for a short period of time, to allow a character to be revived without risk of being penalized twice if they get defeated immediately after rezzing.



* Pretty much every incarnation of the ''Mega Man'' games has had this ability. Some of them actually had items that would extend the length of time it was active. The invincibility actually made it ''advantageous'' to be hit in certain spots. In most ''Mega Man'' games, touching spikes means instant death, but hitting an enemy right before hitting spikes would allow you to escape with your life (provided, of course, you had time to extricate yourself from the spikes before the invincibility wore off). However, this doesn't apply at all to ''VideoGame/MegaMan1''. Touch spikes at any time, even after getting hit? BOOM!
** By the way, almost every single boss in the ''Mega Man'' series has MercyInvincibility as well.

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* Pretty much every incarnation of the ''Mega Man'' ''Franchise/MegaMan'' games has had this ability. Some of them actually had items that would extend the length of time it was active. The invincibility actually made it ''advantageous'' to be hit in certain spots. In most ''Mega Man'' games, touching spikes means instant death, but hitting an enemy right before hitting spikes would allow you to escape with your life (provided, of course, you had time to extricate yourself from the spikes before the invincibility wore off). However, this doesn't apply at all to ''VideoGame/MegaMan1''. Touch spikes at any time, even after getting hit? BOOM!
** By the way, almost every single boss in the ''Mega Man'' series has MercyInvincibility Mercy Invincibility as well.



** In ''1'' the invincibility expires even when the game is "paused" with the Select button (different from the weapon select screen, and only present in that incarnation of the game); hitting Select immediately after hitting a boss allows a subsequent hit to strike the boss straightaway. This is what enables the Elec Beam/pause rapidly [[GoodBadBugs glitch]] that can kill a boss with one or two shots.
** In ''10'', the reason the Triple Blade is so powerful at point blank range is that each blade counts for a separate hit, thus letting you hit an enemy for 3 hits before MercyInvincibility kicks in.

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** In ''1'' ''VideoGame/MegaMan1'' the invincibility expires even when the game is "paused" with the Select button (different from the weapon select screen, and only present in that incarnation of the game); hitting Select immediately after hitting a boss allows a subsequent hit to strike the boss straightaway. This is what enables the Elec Beam/pause rapidly [[GoodBadBugs glitch]] that can kill a boss with one or two shots.
** In ''10'', ''MegaMan10'', the reason the Triple Blade is so powerful at point blank range is that each blade counts for a separate hit, thus letting you hit an enemy for 3 hits before MercyInvincibility kicks in.



* In the case of ''SuperMarioBros'', this can happen to powered-up Mario or Luigi, resulting in the loss of any special ability he had.

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* In the case of ''SuperMarioBros'', ''Franchise/SuperMarioBros'', this can happen to powered-up Mario or Luigi, resulting in the loss of any special ability he had.



** Particularly difficult VideoGame/SuperMarioWorld [[ROMHack romhacks]] will sometimes have sections of their levels that are impossible to get through unless you're invincible, so the designer will throw in a powerup just so you can lose it and use the Mercy Invincibility to race through these sections. If you don't make it in time, you die.

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** Particularly difficult VideoGame/SuperMarioWorld [[ROMHack romhacks]] {{ROM hack}}s will sometimes have sections of their levels that are impossible to get through unless you're invincible, so the designer will throw in a powerup just so you can lose it and use the Mercy Invincibility to race through these sections. If you don't make it in time, you die.



* ''{{La-Mulana}}'' has a ROM combo that increases the amount of Mercy Invincibility you get. Of course, it's [[GuideDangIt never alluded to]].

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* ''{{La-Mulana}}'' ''VideoGame/LaMulana'' has a ROM combo that increases the amount of Mercy Invincibility you get. Of course, it's [[GuideDangIt never alluded to]].



* ''{{Vectorman}}'' had an interesting form of this. When you get hit, you keep your invincibility longer if you continue getting hit (by an enemy, lava, etc.), and further, if you keep ramming the minor enemies, THEY get destroyed. Sweet.
* The ''{{Metroid}}'' series always has mercy invincibility. However, it lasts much shorter than it does in some other platformers, to ramp up the difficulty. A glitch in ''Super Metroid'' allowed you to have a permanent Speed Booster effect (which combines SuperSpeed and InvincibilityPowerUp in one convenient package), but it had the unusual side effect of eliminating MercyInvincibility - making spiked floors, normally an inconvenience at best, your worst nightmare.

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* ''{{Vectorman}}'' ''VideoGame/{{Vectorman}}'' had an interesting form of this. When you get hit, you keep your invincibility longer if you continue getting hit (by an enemy, lava, etc.), and further, if you keep ramming the minor enemies, THEY get destroyed. Sweet.
* The ''{{Metroid}}'' ''VideoGame/{{Metroid}}'' series always has mercy invincibility. However, it lasts much shorter than it does in some other platformers, to ramp up the difficulty. A glitch in ''Super Metroid'' allowed you to have a permanent Speed Booster effect (which combines SuperSpeed and InvincibilityPowerUp in one convenient package), but it had the unusual side effect of eliminating MercyInvincibility - making spiked floors, normally an inconvenience at best, your worst nightmare.



* The first three ''{{Rayman}}'' games all use mercy invincibility. However, it can be ''incredibly'' unhelpful in the first game, since the automatic knockback coupled with it commonly tends to either push you into [[SuperDrowningSkills water]] or [[ConvectionSchmonvection lava]], [[BottomlessPit off a ledge]], [[CollisionDamage into another enemy]], into the edge of the screen in an AutoScrollingLevel, or onto a [[SpikesOfDoom floor of spikes]] [[OneHitKill that instantly kills you regardless of how much health you have left]].

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* The first three ''{{Rayman}}'' ''VideoGame/{{Rayman}}'' games all use mercy invincibility. However, it can be ''incredibly'' unhelpful in the first game, since the automatic knockback coupled with it commonly tends to either push you into [[SuperDrowningSkills water]] or [[ConvectionSchmonvection lava]], {{lava|Pit}}, [[BottomlessPit off a ledge]], [[CollisionDamage into another enemy]], into the edge of the screen in an AutoScrollingLevel, or onto a [[SpikesOfDoom floor of spikes]] [[OneHitKill that instantly kills you regardless of how much health you have left]].



* ''{{Purple}}'' makes you invulnerable for a short while when hurt. [[CaptainObvious That's probably a good thing.]]
* In ''TheSmurfs'' for the SNES, you had mercy invincibility, but so did the only non-boss[[hottip:* :bosses have [[BossVulnerability their own trope]] enemy that could take several hits: Azrael, who was hard to avoid and naturally, could [[CollisionDamage hurt you]] while invincible.

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* ''{{Purple}}'' ''VideoGame/{{Purple}}'' makes you invulnerable for a short while when hurt. [[CaptainObvious That's probably a good thing.]]
hurt.
* In ''TheSmurfs'' for the SNES, you had mercy invincibility, but so did the only non-boss[[hottip:* :bosses non-boss[[note]]bosses have [[BossVulnerability their own trope]] trope]][[/note]] enemy that could take several hits: Azrael, who was hard to avoid and naturally, could [[CollisionDamage hurt you]] while invincible.



* ''SoulBlazer'' had this, as well as one armor that extended its length.

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* ''SoulBlazer'' ''VideoGame/SoulBlazer'' had this, as well as one armor that extended its length.



* In keeping with its NintendoHard reputation, ''{{Gradius}}'' on the NES had a power-up that gave the Vic Viper shields. When the shields took a sufficient amount of damage, they turned red, then another point of damage would make them disappear; however, since the disappearance often came during a flurry of shots and since there was no Mercy Invincibility on the SHIELDS, you could lose the shields with one shot then die the next moment.
* ''VideoGame/{{Touhou}}''. You have a few seconds of invulnerability after dying and respawning, at least in the Windows games. Also, after you finish off one section of a boss's health bar, they often get a couple seconds of invulnerability before you can start draining the next section.

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* In keeping with its NintendoHard reputation, ''{{Gradius}}'' ''VideoGame/{{Gradius}}'' on the NES had a power-up that gave the Vic Viper shields. When the shields took a sufficient amount of damage, they turned red, then another point of damage would make them disappear; however, since the disappearance often came during a flurry of shots and since there was no Mercy Invincibility on the SHIELDS, you could lose the shields with one shot then die the next moment.
* ''VideoGame/{{Touhou}}''. You have a ''VideoGame/{{Touhou}}'' games give you few seconds of invulnerability after dying and respawning, at least in the Windows games. Also, after you finish off one section of a boss's health bar, they often get a couple seconds of invulnerability before you can start draining the next section.



* In ''SecretOfMana'' most enemies in the game, after being hit with a physical attack, would enter a stunned state where further attacks apparently did not affect them. Unfortunately for weaker enemies (and, annoyingly, your characters) attacks that hit while the target was stunned ''would'' do damage the moment the stun period ended, immediately leading to another stun period and so on.

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* In ''SecretOfMana'' ''VideoGame/SecretOfMana'' most enemies in the game, after being hit with a physical attack, would enter a stunned state where further attacks apparently did not affect them. Unfortunately for weaker enemies (and, annoyingly, your characters) attacks that hit while the target was stunned ''would'' do damage the moment the stun period ended, immediately leading to another stun period and so on.



* ''CastlevaniaSymphonyOfTheNight'' has split-second MercyInvincibility, making it very possible to be ravaged to death should you fall into a morass of monsters or [[SpikesOfDoom a large spike trap]], usually requiring you turn into mist to escape.

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* ''CastlevaniaSymphonyOfTheNight'' ''VideoGame/CastlevaniaSymphonyOfTheNight'' has split-second MercyInvincibility, making it very possible to be ravaged to death should you fall into a morass of monsters or [[SpikesOfDoom a large spike trap]], usually requiring you turn into mist to escape.



* [[InvertedTrope Inverted]] in the SNES port of ''VideoGame/CaptainAmericaAndTheAvengers'' where enemies can pummel you down to nothing in a quick succession of blows, but get mercy invincibility as the player hits them, preventing them the chance to do more than small increments of damage at once while staying wide open and vulnerable. Combine this with the fact that the first level took over a minute to start on a black screen (what the hell? A cartridge game with LOAD TIME?) and you begin to understand why nobody ever talks of this game.

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* [[InvertedTrope Inverted]] {{Inverted|Trope}} in the SNES port of ''VideoGame/CaptainAmericaAndTheAvengers'' where enemies can pummel you down to nothing in a quick succession of blows, but get mercy invincibility as the player hits them, preventing them the chance to do more than small increments of damage at once while staying wide open and vulnerable. Combine this with the fact that the first level took over a minute to start on a black screen (what the hell? A cartridge game with LOAD TIME?) and you begin to understand why nobody ever talks of this game.



* Spikes in the first version of the original ''[[SonicTheHedgehog Sonic]]'' would not trigger MercyInvincibility at all, leading to situations where a player could land on a large area of spikes and lose their shield, rings, then life in one go as Sonic bounced uncontrollably from spike to spike.

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* Spikes in the first version of the original ''[[SonicTheHedgehog Sonic]]'' ''VideoGame/SonicTheHedgehog'' would not trigger MercyInvincibility at all, leading to situations where a player could land on a large area of spikes and lose their shield, rings, then life in one go as Sonic bounced uncontrollably from spike to spike.



* Similar to the above example, some of the ''DragonQuest'' games have an item, the Golden Claw, which guarantees a fight with a monster at every step.
* Absent in ''EVOSearchForEden''.

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* Similar to the above example, some of the ''DragonQuest'' ''VideoGame/DragonQuest'' games have an item, the Golden Claw, which guarantees a fight with a monster at every step.
* Absent in ''EVOSearchForEden''.''VideoGame/EVOSearchForEden''.



* The ''{{Pokemon}}'' games just don't have it at all. Say you are facing north and you want to take a step east. It's entirely possible to get one wild encounter when you turn to face east and another one when you move to the tile east of you.

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* The ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' games just don't have it at all. Say you are facing north and you want to take a step east. It's entirely possible to get one wild encounter when you turn to face east and another one when you move to the tile east of you.



* Painfully absent in the indie shooting game ''[[http://www.2demotion.com/sapharica.html Sapharica]]''. It has some pretty dense bullet hell. You never get invincibility in the game. Not even when bombing. Then again, this IS from the same person that made a ''Touhou''-themed VideoGame/IWannaBeTheGuy clone that pretty much required memorization of the level (and some [[GuideDangIt really obtuse puzzle-solving]]) to get to the first boss.

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* Painfully absent in the indie shooting game ''[[http://www.2demotion.com/sapharica.html Sapharica]]''. It has some pretty dense bullet hell. You never get invincibility in the game. Not even when bombing. Then again, this IS from the same person that made a ''Touhou''-themed VideoGame/IWannaBeTheGuy clone that pretty much required memorization of the level (and some [[GuideDangIt really obtuse puzzle-solving]]) to get to the first boss.



* The total absence of this in the NES version of ''VideoGame/MetalGear1987'' is one of the many reasons why that [[PortingDisaster version]] is reviled by Kojima. Both [=MSX2=] games and even the non-canon NES sequel ''VideoGame/SnakesRevenge'' gave players temporary invincibility every time Snake gets hit. This is actually a necessity in ''VideoGame/MetalGear2SolidSnake'', since it makes it very easy to defeat [[spoiler: Dr. Pettrovich]], who sneaks up behind Snake and tries to strangle him. Because the player constantly receives damage from the choke-hold, Snake is constantly in MercyInvincibility, meaning it's possible to kill the boss just by firing remote-controlled missiles at [[ViolationOfCommonSense his own back]]. He also had MercyInvincibility in ''VideoGame/MetalGearSolid'', but it was excised from the sequels and the remake in the name of realism.

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* The total absence of this in the NES version of ''VideoGame/MetalGear1987'' ''VideoGame/MetalGear'' is one of the many reasons why that [[PortingDisaster version]] is reviled by Kojima. Both [=MSX2=] games and even the non-canon NES sequel ''VideoGame/SnakesRevenge'' gave players temporary invincibility every time Snake gets hit. This is actually a necessity in ''VideoGame/MetalGear2SolidSnake'', since it makes it very easy to defeat [[spoiler: Dr. Pettrovich]], who sneaks up behind Snake and tries to strangle him. Because the player constantly receives damage from the choke-hold, Snake is constantly in MercyInvincibility, meaning it's possible to kill the boss just by firing remote-controlled missiles at [[ViolationOfCommonSense his own back]]. He also had MercyInvincibility in ''VideoGame/MetalGearSolid'', but it was excised from the sequels and the remake in the name of realism.

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