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[[quoteright:256:[[VideoGame/SuperMarioWorld http://static.tvtropes.org/pmwiki/pub/images/DramaticDisappearingDisplayPicture_2467.png]]]]
[-[[caption-width-right:256:Above: A normal level shows your score, coins, and lives. \\
Below: The FinalBoss is too epic for that.]]-]

This is the thing where, during a climactic BossBattle or event in a {{video game}}, the game's display (showing [[ScoringPoints Score]], the LifeMeter and such) vanishes away, leaving a completely unobstructed view of the game area. Presumably, something so awe-inspiring and theatrical is about to happen that it deserves the player's complete attention, as if it were a CutScene.

(Then again, technical limitations of 8-bit systems often prevented both the display and the large animated segments of the boss from being displayed simultaneously and the majority of these examples seem to be on 8-bit systems.)

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!!Examples:

[[foldercontrol]]

[[folder: Action Adventure Games]]
* The final battle in ''LegacyOfTheWizard'' has only your life and the bosses' life shown. But since your item selection is in the HUD, you can't choose a healing item after you've started.
* ''EnslavedOdysseyToTheWest'' inverts this, with no HUD during the first mission, and the HUD appearing after an advanced headband is wired directly into your brain by the support character.
* ''VideoGame/BatmanArkhamCity'' inverts it. There's absolutely no HUD when the game begins with Bruce Wayne being arrested and inducted into Arkham City. After a little bit, you'll see a life-bar, but that's it. It isn't until Bruce scales the Ace Chemical building to retrieve his Batsuit that you get the rest of the HUD, which implies the information displayed on the HUD is just part of the suit's functions.
[[/folder]]

[[folder: Action Games]]
* ''VideoGame/MetalGearSolid4'' mostly averted this trope in the final boss battle, actually drawing attention to the HUD by changing it to be similar to each previous game in turn. However for the final climatic punches the HUD disappears completely.
* ''VideoGame/GodOfWar III'' has a Dramatic '''Shattering''' Display at the endgame, after which the only HUD elements are for PressXToNotDie (IE: there's no more actual combat from that point onwards).
[[/folder]]

[[folder: Fighting Games]]
* The FinalBoss battle against Suika Ibuki in the first ''VideoGame/{{Touhou}}'' fighting game, ''Immaterial and Missing Power'', [[InterfaceScrew does this gradually]] when Suika uses her final spell card.
* Activating [[FinishingMove Astral Heat]] in ''VideoGame/BlazBlueContinuumShift'' will cause the background to go black. And except for [[StuffBlowingUp Carl]] and [[EldritchAbomination Arakune]], successfully scoring a hit with Astral causes the {{HUD}} to disappear.
* [[FinishingMove Fatalities]] in ''VideoGame/MortalKombat9'' causes the far background to go black and the {{HUD}} to disappear as well.
* ''EternalChampions'' had the life bars and timer quickly lift themselves off-screen when you successfully pulled off an Overkill.
[[/folder]]

[[folder: First-Person Shooter]]
* ''Franchise/{{Halo}}'' does this. The [=HUDs=] disappear, and the widescreen crop widens out.
* Some games, like ''Jurassic Park: {{Trespasser}}'' and ''Peter Jackson's Film/KingKong'', have ''no HUD at all''.
* ''VideoGame/{{Half-Life 2}}'' does this from time to time, usually when the G-Man or Combine Advisors get involved.
** In most ''Half-Life'' mods, the HUD is never hidden when the camera is used. Some mods like AfraidOfMonsters (DC only) uses black widescreen barriers to hide the HUD for a more cinematic feel.
* If you're very badly wounded and either have no bandages, or can't be bandaged up at all, in RedOrchestra 2, what little there is of your HUD begins to fade away as you die.
[[/folder]]

[[folder: MMORP Gs]]
* The final cutscene in ''[[VideoGame/FinalFantasyXI Chains of Promathia]]'' completely removes the HUD for the first time in the game's history, and throws in some CrowningMusicOfAwesome for the heck of it.
[[/folder]]

[[folder: Platform Games]]
* The Bowser battle in ''VideoGame/SuperMarioWorld'' for Super NES. Only the powerup box at the top of the screen remains, and only if it contains a powerup. Whilst this is for epicness, there's also a technical reason in that tiled background planes can't overlap rotating (mode 7) background planes.
** Amusingly subverted in the GBA version -- it begins with no display just like in the SNES version, though if you brought a reserved item into the battle, it suspiciously won't show up. After Bowser comes out of the Clown Car for the first time, however, the display suddenly drops down from the screen. You even get a final score tally for beating him!
* The last battle of ''VideoGame/DonkeyKong94''.
* Worlds X-7 and X-8 in ''{{Eversion}}''. [[spoiler:In World X-7, the score display vanishes and the word "GEMS" is replaced by "[[MyNameIsQuestionMarks ????]]". In World 7-8, only the [[strike:gem]] skull counter remains. In World 8, the entire display is gone.]] Though if you're in time attack mode, none of this applies; the timer (which is the only part of the HUD in that mode) will remain at the top of the screen at all times.
* The Game Gear version of ''VideoGame/SonicTheHedgehog'' omitted the HUD during each Zone's third Act (where you fought Robotnik). There are [[OneHitPointWonder zero rings]] during boss battles anyway.
* The [[OneWingedAngel final battle]] in ''[[http://www.youtube.com/watch?v=hjjCUEolMIA#t=6m37s Extra Mario Bros.]]''
* ''[[VideoGame/GargoylesQuest Demon's Crest]]'' turns it around. During the sudden boss fight at the very beginning of the game, you have no HUD, but Firebrand can still only take four hits before dying. After fighting off the boss once and escaping, your HUD appears, and any damage Firebrand took will remain.
* ''VideoGame/{{Bug}}'' has the bonus levels, where your entire HUD disappears (save for a timer in some bonus levels). Then again, you're a OneHitPointWonder in all bonus levels, and getting hit will make you exit. Also, when Bug dies, the HUD disappears too.
* ''VideoGame/SuperMetroid'' has an odd variation; the status display itself doesn't disappear whilst fighting a major boss, but rather, the automap display in the top-right corner of the screen becomes completely blank during these fights.
* ''VideoGame/WarioLandII'' has a coin counter that disappears when you are in a boss room. It also serves as an indication that you can get hit in this context without worrying about losing coins as a result.
[[/folder]]

[[folder: Rhythm Games]]
* A few songs in ''{{DJMAX}} Portable Clazziquai Edition'' and ''Black Square'' have the game interface vanish to show the entire video, typically at the end of the song. Both parts of the song "Proposed, Flower, Wolf" have the interface remain off for large portions of the song.
* ''VideoGame/{{GITADORA}}'' and ''PopNMusic'' have a modifier called "Dark" that hides all non-vital elements ("vital" being stuff like the notes, the score display, and your LifeMeter) of the game interface.
** Some Rock Band and Guitar Hero games have a modifier called "Performance Mode" that does the opposite--it hides the entire foreground of the interface, showing only the animated background of your characters playing a concert--and forcing you to have the note chart memorized in order to pass.
[[/folder]]

[[folder: Role-Playing Games]]
* In ''RaidouKuzunohaVsTheSoullessArmy'', when you're about to get a critical piece of information, sometimes, not only do the moon phase and encounter imminence displays vanish, but the screen develops letterboxing bars. Definitely the game going, "''Pay attention to this!''"
* Bosses in ''VideoGame/FinalFantasyXII'' tend to have a flashy attack that takes away the interface and essentially displays a short {{Cutscene}}. Really important bosses will have more than one.
** In general, some Final Fantasy games have the option of being able to remove the HUD during battles, usually by pressing the select button or similar, probably to get a good look at the animations of the attacks. SubvertedTrope in ''VideoGame/FinalFantasyVIII'' if you get a Guardian Force to learn the Boost ability. If you use the summon command on one that has it and press the "remove HUD" button, it'll just change the HUD to a counter with the number displayed being the percentage of base damage the attack will do. Not pressing the button gives a normal amount of damage, but pressing it lowers it to 75 and [[ActionCommand you could raise it to upwards of 250]] by mashing a button.
[[/folder]]

[[folder: Shoot Em Ups]]
* Most stage-end bosses in the Famicom versions of ''VideoGame/{{Gradius}} II'' and ''Life Force''.
* All except the last two bosses in the Famicom [[ShootEmUps Shoot'Em Up]] ''VideoGame/{{Recca}}''.
* A partial (but nice-looking) example is seen in the manic shooter ''VideoGame/DangunFeveron''. When a boss battle starts, most of the upper HUD (rescue count, score display, high score) slides off the top of the screen to make room for the boss's health bar, leaving only the important things- your remaining bombs and lives. When you defeat the boss, its lifebar goes off the screen and the normal HUD comes back.
[[/folder]]

[[folder: Simulation Games]]
* In ''TheSims2'', the screen zooms in on a Sim who has their 1st kiss, or sex, or has a baby, and the character's needs and character selection bar disappears.
[[/folder]]

[[folder: Stealth-Based Games]]
* During the fight against Metal Gear D in ''VideoGame/MetalGear2SolidSnake'', the HUD disappears. This was done because of sprite limits - animating Metal Gear was very intensive.
* When you are low on Synchronization in ''VideoGame/AssassinsCreedI,'' the Animus interface vanishes to let you know that one more hit Will Kill You.
[[/folder]]

[[folder: Survival Horror]]
* If the power runs out in ''VideoGame/FiveNightsAtFreddys,'' all HUD elements vanish. You are also undoubtedly about to die, very soon.
* The early ''Franchise/ResidentEvil'' games had no on-screen HUD, and the only way to check your health and ammo was to pause. ''Code: Veronica'' had a health indicator through the Dreamcast's controller, but still nothing on screen. It wasn't until the fourth game that you had any sort of HUD at all, and initially they were going to have it only flash when you were damaged.
[[/folder]]

[[folder: Turn-Based Strategy]]
* This is a default in some ''VideoGame/SuperRobotWars'' games, given the games' focus on fidelity and over-the-top-itude; units' HP and EN bars will slide out of the way for the duration of the attack animation. When they don't, it's usually because (as in the console iterations) the attack will appear to deal a portion of its damage to the health bar with each hit.
[[/folder]]

[[folder: Non-Video Game Examples]]
* During FOX's coverage of Major League Baseball, the ever-present score bug disappears during important moments, such as the last out of the World Series.
[[/folder]]

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