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* In ''VideoGame/TheJungleBook'', checkpoints are marked by Junior (the son of Colonel Hathi). When you arrive he is holding a flag, which he then plants in the ground and starts dancing.
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* ''TwentiethAnniversaryPacManWorld'', a 3D platform game for the original [=PlayStation=] featuring VideoGame/{{Pac-Man}}, had a shiny Pac-Man icon as level checkpoint.

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* ''TwentiethAnniversaryPacManWorld'', ''VideoGame/TwentiethAnniversaryPacManWorld'', a 3D platform game for the original [=PlayStation=] featuring VideoGame/{{Pac-Man}}, VideoGame/PacMan, had a shiny Pac-Man icon as level checkpoint.
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* ''VideoGame/TheNightmareBeforeChristmasThePumpkinKing'', a video game {{Prequel}} to ''WesternAnimation/TheNightmareBeforeChristmas'', has Jack save his progress by talking to pumpkin-headed scarecrows.
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Rewritten to make it clear that the Arrow Sign was in part of the game to begin with.


** In ''VideoGame/SuperMarioMaker'', [[PlayEveryDay the sixth deliverly of new game features]] includes an Arrow Sign. Shaking it turns it into a Checkpoint Flag. Up to two of these flags can be placed onto the course. Uploading courses with Checkpoint Flags requires you to clear them from the flag(s) onward. Note that this feature wasn't present when the game was originally released, but it (among others) was added in a free software update released on November 4th.

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** In ''VideoGame/SuperMarioMaker'', [[PlayEveryDay the sixth deliverly of new game features]] includes an Arrow Sign. Shaking it turns it into a Checkpoint Flag. Up to two of these flags can be placed onto the course. Uploading courses with Checkpoint Flags requires you to clear them from the flag(s) onward. Note that this feature the ability to turn Arrow Signs into Checkpoint Flags wasn't present when the game was originally released, but it (among others) was added in a free software update released on November 4th.

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** In ''VideoGame/NewSuperMarioBros'' and ''VideoGame/NewSuperMarioBrosWii'', this checkpoint becomes a flag that turns from a Bowser icon to a Mario/Mushroom one when activated. Interestingly enough, ''VideoGame/SuperMarioGalaxy2'' became the first 3D Mario to use this kind of checkpoint.

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** In ''VideoGame/NewSuperMarioBros'' and ''VideoGame/NewSuperMarioBrosWii'', this checkpoint becomes a flag that turns from a Bowser icon to a Mario/Mushroom one when activated. activated ([[HealingCheckpoint and acts as a Super Mushroom if Mario is small]]). Interestingly enough, ''VideoGame/SuperMarioGalaxy2'' became the first 3D Mario to use this kind of checkpoint.checkpoint (without the PowerUp effect).



** ''VideoGame/SuperMarioLand2SixGoldenCoins'' had a bell that had to be rung for its midway checkpoint (which is not to be confused with the bell at the end that triggered a bonus game if rung).



* ''VideoGame/SuperMarioLand2SixGoldenCoins'' had a bell that had to be rung for its midway checkpoint (which is not to be confused with the bell at the end that triggered a bonus game if rung).
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** In ''VideoGame/SuperMarioMaker'', [[PlayEveryDay the sixth deliverly of new game features]] includes an Arrow Sign. Shaking it turns it into a Checkpoint Flag. Up to two of these flags can be placed onto the course. Uploading courses with Checkpoint Flags requires you to clear them from the flag(s) onward. Note that this feature wasn't present when the game was originally released, but it (among others) was added in a free software update released on November 4th.
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[[folder:Shoot Em Up]]
* ''[[VideoGame/{{Touhou}} Legacy of Lunatic Kingdom]]'' has frequent checkpoints under the justification that the characters have been granted CombatClairvoyance. This is somewhat necessary as the game is ''incredibly hard''.
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* ''{{Halo}}'', as well as its fan game, ''VideoGame/HaloZero'', use this.

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* ''{{Halo}}'', ''Franchise/{{Halo}}'', as well as its fan game, ''VideoGame/HaloZero'', use this.
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* ''{{Halo}}'', as well as its fan game, ''HaloZero'', use this.

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* ''{{Halo}}'', as well as its fan game, ''HaloZero'', ''VideoGame/HaloZero'', use this.
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* In ''[[VideoGame/AdventureIsland New Adventure Island]]'', checkpoints take the form of flags of the Creator/HudsonSoft bee.

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Adding namespaces; removing general example covered by another trope


* A lot of action games, in particular, first person shooters, will periodically save the game for you in the form of an auto save if the option of saving any time you want is available. This usually happens between map loads or other checkpoint-like areas.



** Also, if you made it to the checkpoint in ''Sonic the Hedgehog 2'' with enough rings, the lamppost-thing would activate a bonus stage, necessary to collect the chaos emeralds and become Super Sonic.
* ''LittleBigPlanet'' has an interesting variety of checkpoint. Walking by one activates it, and each checkpoint has a set number of lives. If a player dies and uses all the lives, they have to restart the entire level. The life count is reset after activating a new checkpoint. Also, the game has not one, but ''three'' (four since Creator Pack 1 came out) types of checkpoints: Entry Barrel (also the initial spawn point; four lives), normal Checkpoints (also four lives; not as fancy-looking as an Entry Barrel), Double Life Checkpoints (ExactlyWhatItSaysOnTheTin; eight lives, and has two glowing rings instead of one. All Checkpoint types have one (or two) rings around them that show the number of lives. When it's flashing red, you're on your last life and must get to a new checkpoint or reach the Scoreboard fast!), and the new Infinite Life Checkpoint, which has one ring but allows infinite respawns, and has the infinity symbol on it. There is no Infinite Life Entry Barrel. Another interesting twist is that (in local multiplayer at least, possibly also in online multiplayer) players ''share lives''. Each player death means one less for the whole group. But there is a bit of a breather: If all but one player dies when a Checkpoint is flashing red, but the last player reaches a new one, all players respawn. Prize Bubbles (the items that hold new collectibles, like stickers and objects to use in level creation) are stil retained even if the player has to restart a level. The Try Again action (which sends a player back to the last Checkpoint by [[spoiler:literally popping the Sackboy]]) uses one of the available lives. All Story mode (and most player-created) levels, excluding Survival Challenges, have a "No Lives Lost" prize if a player survives a whole level without dying or resetting. (Survival Challenges don't have this because to finish the level, the player ''must'' die.)

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** Also, if you made it to the checkpoint in ''Sonic the Hedgehog 2'' ''VideoGame/SonicTheHedgehog2'' with enough rings, the lamppost-thing would activate a bonus stage, necessary to collect the chaos emeralds and become Super Sonic.
* ''LittleBigPlanet'' ''VideoGame/LittleBigPlanet'' has an interesting variety of checkpoint. Walking by one activates it, and each checkpoint has a set number of lives. If a player dies and uses all the lives, they have to restart the entire level. The life count is reset after activating a new checkpoint. Also, the game has not one, but ''three'' (four since Creator Pack 1 came out) types of checkpoints: Entry Barrel (also the initial spawn point; four lives), normal Checkpoints (also four lives; not as fancy-looking as an Entry Barrel), Double Life Checkpoints (ExactlyWhatItSaysOnTheTin; eight lives, and has two glowing rings instead of one. All Checkpoint types have one (or two) rings around them that show the number of lives. When it's flashing red, you're on your last life and must get to a new checkpoint or reach the Scoreboard fast!), and the new Infinite Life Checkpoint, which has one ring but allows infinite respawns, and has the infinity symbol on it. There is no Infinite Life Entry Barrel. Another interesting twist is that (in local multiplayer at least, possibly also in online multiplayer) players ''share lives''. Each player death means one less for the whole group. But there is a bit of a breather: If all but one player dies when a Checkpoint is flashing red, but the last player reaches a new one, all players respawn. Prize Bubbles (the items that hold new collectibles, like stickers and objects to use in level creation) are stil retained even if the player has to restart a level. The Try Again action (which sends a player back to the last Checkpoint by [[spoiler:literally popping the Sackboy]]) uses one of the available lives. All Story mode (and most player-created) levels, excluding Survival Challenges, have a "No Lives Lost" prize if a player survives a whole level without dying or resetting. (Survival Challenges don't have this because to finish the level, the player ''must'' die.)



* The PC game ''VideoGame/JazzJackrabbit'' had literal check points: yellow signs with red checks on them that changed to white with Jazz's face on them when shot. ''Jazz Jackrabbit 2'' replaced these with jack(rabbit)-in-a-boxes (with red checks on them).

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* The PC game ''VideoGame/JazzJackrabbit'' had literal check points: yellow signs with red checks on them that changed to white with Jazz's face on them when shot. ''Jazz Jackrabbit 2'' replaced these with jack(rabbit)-in-a-boxes (with red checks on them).



* ''DemonsSouls'' has one checkpoint that spawns at the end of every boss fight, dividing each level into 3-4 sections.

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* ''DemonsSouls'' ''VideoGame/DemonsSouls'' has one checkpoint that spawns at the end of every boss fight, dividing each level into 3-4 sections.
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* In ''VideoGame/TheMatrixPathOfNeo'' there are the save pointcheckpoints typically in the middle of levels and a few feet before bosses.
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* In ''VideoGame/{{Bioshock}}'', you can save everywhere, but that didn't stop it from having numerous checkpoints that the player would respawn from after dying.
** ''Bioshock'' (and its predecessor, ''SystemShock2'') is notable in that there's an in-universe explanation of how the checkpoints work.

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* In ''VideoGame/{{Bioshock}}'', ''VideoGame/BioShock1'', you can save everywhere, but that didn't stop it from having numerous checkpoints that the player would respawn from after dying.
** ''Bioshock'' ''[=BioShock=]'' (and its predecessor, ''SystemShock2'') ''VideoGame/SystemShock2'') is notable in that there's an in-universe explanation of how the checkpoints work.
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* ''VideoGame/{{Gruntz}}'' has usually several per level. You must have the required number of gruntz with the appropriate tools/toys to progress. Otherwise, it's {{unwinnable}}...
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* In ''VideoGame/TheAdventuresOfLomax'', crossing a rope hanged between two sticks saves your progress on a level.
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* Done interestingly in ''VideoGame/FurFighters'' because while you do also have your standard checkpoints throughout the levels the bubbles where you change characters also acts as a sort of SavePoint.

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* Done interestingly in ''VideoGame/FurFighters'' because while you do also have your standard checkpoints throughout the levels the bubbles telepoints where you change characters also acts as a sort of SavePoint.
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* Done interestingly in ''VideoGame/FurFighters'' because while you do also have your standard checkpoints throughout the levels the bubbles where you change characters also acts as a sort of save point.

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* Done interestingly in ''VideoGame/FurFighters'' because while you do also have your standard checkpoints throughout the levels the bubbles where you change characters also acts as a sort of save point.SavePoint.
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* In the GameboyAdvance port of Infogrames' ''VideoGame/TheSmurfs1994'', due to CheckPointStarvation, golden Smurf hats are added into the levels to serve as check points.

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* In the GameboyAdvance port of Infogrames' ''VideoGame/TheSmurfs1994'', due to CheckPointStarvation, CheckPointStarvation in the Super NES and Mega Drive versions, golden Smurf hats are added into the levels to serve as check points.
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* In the GameboyAdvance port of Infogrames ''VideoGame/TheSmurfs1994'', due to CheckPointStarvation, golden Smurf hats are added into the levels to serve as check points.

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* In the GameboyAdvance port of Infogrames Infogrames' ''VideoGame/TheSmurfs1994'', due to CheckPointStarvation, golden Smurf hats are added into the levels to serve as check points.
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* In the GameboyAdvance port of Infogrames ''VideoGame/TheSmurfs1994'', due to CheckPointStarvation, golden Smurf hats are added into the levels to serve as check points.
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* Being that it is an EndlessGame, ''VideoGame/SmurfRescueInGargamelsCastle'' has your next Smurf start at the beginning of whatever territory you lost your last Smurf in.
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* The JamesBond LicensedGame ''From Russia With Love'' features a SavePoint at the beginning of each level, and a checkpoint within each of the (typically short) scenes within the level.
* Done interestingly in ''FurFighters'' because while you do also have your standard checkpoints throughout the levels the bubbles where you change characters also acts as a sort of save point.

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* The JamesBond ''Franchise/JamesBond'' LicensedGame ''From Russia With Love'' ''VideoGame/DoubleOhSevenFromRussiaWithLove'' features a SavePoint at the beginning of each level, and a checkpoint within each of the (typically short) scenes within the level.
* Done interestingly in ''FurFighters'' ''VideoGame/FurFighters'' because while you do also have your standard checkpoints throughout the levels the bubbles where you change characters also acts as a sort of save point.

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don\'t refer to yourself when adding examples


* ''LittleBigPlanet'' has an interesting variety of checkpoint. Walking by one activates it, and each checkpoint has a set number of lives. If a player dies and uses all the lives, they have to restart the entire level. The life count is reset after activating a new checkpoint. Also, the game has not one, but ''three'' (four since Creator Pack 1 came out) types of checkpoints: Entry Barrel (also the initial spawn point; four lives), normal Checkpoints (also four lives; not as fancy-looking as an Entry Barrel), Double Life Checkpoints (ExactlyWhatItSaysOnTheTin; eight lives, and has two glowing rings instead of one. All Checkpoint types have one (or two) rings around them that show the number of lives. When it's flashing red, you're on your last life and must get to a new checkpoint or reach the Scoreboard fast!), and the new Infinite Life Checkpoint, which has one ring but allows infinite respawns, and has the infinity symbol on it. There is no Infinite Life Entry Barrel. Another interesting twist is that (in local multiplayer at least, possibly also in online multiplayer) players ''share lives''. Each player death means one less for the whole group. But there is a bit of a breather: If all but one player dies when a Checkpoint is flashing red, but the last player reaches a new one, all players respawn. And as far as this Troper can remember, Prize Bubbles (the items that hold new collectibles, like stickers and objects to use in level creation) are stil retained even if the player has to restart a level. The Try Again action (which sends a player back to the last Checkpoint by [[spoiler:literally popping the Sackboy]]) uses one of the available lives. All Story mode (and most player-created) levels, excluding Survival Challenges, have a "No Lives Lost" prize if a player survives a whole level without dying or resetting. (Survival Challenges don't have this because to finish the level, the player ''must'' die.)

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* ''LittleBigPlanet'' has an interesting variety of checkpoint. Walking by one activates it, and each checkpoint has a set number of lives. If a player dies and uses all the lives, they have to restart the entire level. The life count is reset after activating a new checkpoint. Also, the game has not one, but ''three'' (four since Creator Pack 1 came out) types of checkpoints: Entry Barrel (also the initial spawn point; four lives), normal Checkpoints (also four lives; not as fancy-looking as an Entry Barrel), Double Life Checkpoints (ExactlyWhatItSaysOnTheTin; eight lives, and has two glowing rings instead of one. All Checkpoint types have one (or two) rings around them that show the number of lives. When it's flashing red, you're on your last life and must get to a new checkpoint or reach the Scoreboard fast!), and the new Infinite Life Checkpoint, which has one ring but allows infinite respawns, and has the infinity symbol on it. There is no Infinite Life Entry Barrel. Another interesting twist is that (in local multiplayer at least, possibly also in online multiplayer) players ''share lives''. Each player death means one less for the whole group. But there is a bit of a breather: If all but one player dies when a Checkpoint is flashing red, but the last player reaches a new one, all players respawn. And as far as this Troper can remember, Prize Bubbles (the items that hold new collectibles, like stickers and objects to use in level creation) are stil retained even if the player has to restart a level. The Try Again action (which sends a player back to the last Checkpoint by [[spoiler:literally popping the Sackboy]]) uses one of the available lives. All Story mode (and most player-created) levels, excluding Survival Challenges, have a "No Lives Lost" prize if a player survives a whole level without dying or resetting. (Survival Challenges don't have this because to finish the level, the player ''must'' die.)

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* ''VideoGame/PitfallII'' was one of the earliest examples. Player deaths slide the player back to the last checkpoint they crossed, shown as little red circles on the ground.

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* ''VideoGame/PitfallII'' ''VideoGame/{{Pitfall}} II'' was one of the earliest examples. Player deaths slide the player back to the last checkpoint they crossed, shown as little red circles on the ground.


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* In ''VideoGame/TheAngryVideoGameNerdAdventures'', checkpoints take the form of the Nerd's Nintoaster. On [[HarderThanHard Hard as Balls]] difficulty, they're invisible. On higher difficulties, [[CheckpointStarvation they're not there are all.]]
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Also see CheckPointStarvation, for when these are few and far-between, or nonexistent.

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Also see CheckPointStarvation, for when these are few and far-between, or nonexistent.nonexistent, and {{Autosave}}.

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* ''VideoGame/SuperMarioBros'', as noted, featured an implicit minor checkpoint about halfway through each GameLevel. By ''VideoGame/SuperMarioWorld'', this had evolved into a gate through which the player had to run to activate the checkpoint -- if the player missed breaking the tape across the gate, death would return him to the beginning of the level.

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* ''VideoGame/SuperMarioBros'', as noted, featured an implicit minor checkpoint about halfway through each GameLevel.GameLevel (except the last level of each world, and every level in the last world). By ''VideoGame/SuperMarioWorld'', this had evolved into a gate through which the player had to run to activate the checkpoint -- if the player missed breaking the tape across the gate, death would return him to the beginning of the level.

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Checkpoints may either be explicit, in the form of some sort of door the player must pass through or a station he must touch, or can occur implicity as the player reaches some point in the narrative or geography of the game.

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Checkpoints may either be explicit, in the form of some sort of door the player must pass through or a station he must touch, or can occur implicity as the player reaches some point in the narrative or geography of the game.
game. Sometimes, more often in older games, the player isn't informed at all when they reach a checkpoint.
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* ''VideoGame/PitfallII'' was one of the earliest examples. Player deaths slide the player back to the last checkpoint they crossed, shown as little red circles on the ground.
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* StarcraftII has checkpoints after each objective is accomplished.

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* StarcraftII ''VideoGame/StarCraftII'' has checkpoints after each objective is accomplished.
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[[folder:Real Time Strategy]]
* StarcraftII has checkpoints after each objective is accomplished.
[[/folder]]

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