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* ''VideoGame/RedGoddessInnerWorld'': These take the form of some sort of floating stone sigil. They start out red, but turn green upon being activated.
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typo


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. Sometimes, more often in older games, the player isn't informed at all when they reach a checkpoint.

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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 implicitly as the player reaches some point in the narrative or geography of the game. Sometimes, more often in older games, the player isn't informed at all when they reach a checkpoint.

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A subversion is a TreacherousCheckpoint. Also see CheckPointStarvation, when checkpoints are few and far-between or nonexistent.

Compare {{Autosave}}.

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A subversion is a TreacherousCheckpoint. Also see CheckPointStarvation, when checkpoints are few and far-between or nonexistent.

nonexistent. Compare {{Autosave}}.
{{Autosave}} and DeathAsGameMechanic.
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* ''VideoGame/PankyThePanda'': These take the form of a circle above a white triangle. They're blue when inactive, an red when active. If [[PlayerCharacter Panky]] dies, he respawns at the currently active one.

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* ''VideoGame/AyoTheClown'': These appear in the form of giant flowers holding a pie. They bloom , splat [[PlayerCharacter Ayo]] in the face with said pie, and activate when he gets close.

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* ''VideoGame/AyoTheClown'': These appear in the form of giant flowers holding a pie. They bloom , bloom, splat [[PlayerCharacter Ayo]] in the face with said pie, and activate when he gets close.


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* ''VideoGame/{{Lizard}}'': These take the form of blue "save stones". A face starts glowing on them when they've been activated.
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* A game may set independent checkpoints for player death and for failing to complete some task (As in ''VideoGame/SuperMarioBros'', where death returns the player to a minor checkpoint, but running out of time returns him to the beginning of the GameLevel. Versions of the game which allow continues return the player to an even more senior checkpoint, which occurs at the beginning of each "world" grouping of levels).

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* A game may set independent checkpoints for player death and for failing to complete some task (As (as in ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros1'', where death returns the player to a minor checkpoint, but running out of time returns him to the beginning of the GameLevel. Versions of the game which allow continues return the player to an even more senior checkpoint, which occurs at the beginning of each "world" grouping of levels).



** The original ''VideoGame/SuperMarioBros'', as well as ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'', have each an implicit minor checkpoint about halfway through each GameLevel (except the last level of each world, every level in the last world, and all bonus worlds in the second game).

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** The original ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros1'', as well as ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'', have each an implicit minor checkpoint about halfway through each GameLevel (except the last level of each world, every level in the last world, and all bonus worlds in the second game).
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Mild fix


** 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 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, 2015 (the 3DS port, as well as ''VideoGame/SuperMarioMaker2'', have them present in the base content).

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** In ''VideoGame/SuperMarioMaker'', [[PlayEveryDay the sixth deliverly delivery 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 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, 2015 (the 3DS port, as well as ''VideoGame/SuperMarioMaker2'', have them present in the base content).
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* In games which do not scroll (that is, each screen is a set piece, a discreet chunk of game, where the player transitions from one to another atomically), each room serves as a CheckPoint. Examples include ''The Adventures of Lolo'', ''Bubble Bobble'', and ''Berzerk''.

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* In games which do not scroll (that is, each screen is a set piece, a discreet chunk of game, where the player transitions from one to another atomically), each room serves as a CheckPoint.checkpoint. Examples include ''The Adventures of Lolo'', ''Bubble Bobble'', and ''Berzerk''.

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** The original ''VideoGame/SuperMarioBros'', as well as ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'', have each an implicit minor checkpoint about halfway through each GameLevel (except the last level of each world, every level in the last world, and all bonus worlds in the second game). ''VideoGame/SuperMarioBros2'' provides a checkpoint every time the player enters a door, reaches a new area after boarding a rocket, or enters a boss room upon entering the Mask Gate's mouth; while ''VideoGame/SuperMarioBros3'' [[CheckpointStarvation has no checkpoints in any of its 90 levels]] (though it's hardly a problem since the levels themselves are usually short). By ''VideoGame/SuperMarioWorld'', this evolved into a gate through which the player has to run to activate the checkpoint -- if the player misses breaking the tape across the gate, death will return them to the beginning of the level. ''VideoGame/SuperMarioLand2SixGoldenCoins'' has a bell that has to be rung for its midway checkpoint (which is not to be confused with the bell at the end that triggers a bonus game if rung).

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** The original ''VideoGame/SuperMarioBros'', as well as ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' and the first ''VideoGame/SuperMarioLand'', have each an implicit minor checkpoint about halfway through each GameLevel (except the last level of each world, every level in the last world, and all bonus worlds in the second game). game).
**
''VideoGame/SuperMarioBros2'' provides a checkpoint every time the player enters a door, reaches a new area after boarding a rocket, or enters a boss room upon entering the Mask Gate's mouth; while ''VideoGame/SuperMarioBros3'' mouth.
** ''VideoGame/SuperMarioBros3'': Compared to the previous games as well as all of those released ever since, this installment shows a notable aversion of the trope because
[[CheckpointStarvation it has no checkpoints in any of its 90 levels]] (though it's hardly a problem since the levels themselves are usually short). By ''VideoGame/SuperMarioWorld'', this short).
** ''VideoGame/SuperMarioWorld'': The concept of checkpoints
evolved into a gate through which the player has to run to activate the checkpoint -- if the player misses breaking the tape across the gate, death will return them to the beginning of the level. level.
**
''VideoGame/SuperMarioLand2SixGoldenCoins'' has a bell that has to be rung for its midway checkpoint (which is not to be confused with the bell at the end that triggers a bonus game if rung).
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* ''[[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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* ''[[VideoGame/{{Touhou}} Legacy of Lunatic Kingdom]]'' ''VideoGame/TouhouKanjudenLegacyOfLunaticKingdom'' 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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* ''VideoGame/RaccooVenture'': These are indicated by a specially-marked [[CrateExpectations crate]] that activates once it's broken.
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* ''VideoGaqme/GingerBeyondTheCrystal'': These take the form of a circle of light with an intricate pattern inside it on the ground. They're activated when a little blue creature settles in them.

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* ''VideoGaqme/GingerBeyondTheCrystal'': ''VideoGame/GingerBeyondTheCrystal'': These take the form of a circle of light with an intricate pattern inside it on the ground. They're activated when a little blue creature settles in them.
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* ''VideoGaqme/GingerBeyondTheCrytsal'': These take the form of a circle of light with an intricate pattern inside it on the ground. They're activated when a little blue creature settles in them.

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* ''VideoGaqme/GingerBeyondTheCrytsal'': ''VideoGaqme/GingerBeyondTheCrystal'': These take the form of a circle of light with an intricate pattern inside it on the ground. They're activated when a little blue creature settles in them.
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* ''VideoGame/TinyHandsAdventure'': The checkpoints in this game are purple crates with "Safe Zone" written on them. They can be activated by breaking them.
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[[folder:Wide-Open Sandbox]]
* ''VideoGame/{{Minecraft}}'': Although there's technically no progress or game "levels", beds function as checkpoints in the Overworld. If you right-click a bed, it will set your new spawn point next to it, if there's nothing blocking it in. If the bed is destroyed or obstructed by something, you'll respawn in your original default spawn. Respawn anchors function the same way as beds do, but in the Nether. However, unlike beds, they have to be charged up with glowstone blocks (to a maximum of four), and it depletes a charge with each respawn. If you attempt to use a bed or a respawn anchor in the wrong dimension, [[LogicBomb they'll explode]].
[[/folder]]
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Capitalization was fixed from Main.Check Point to Main.Checkpoint. Null edit to update page.
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Ghost wick was fixed on Main.Checkpoint.
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Already on Save Point.


* The PC version of ''VideoGame/HarryPotterAndTheSorcerersStone'' had "save books" scattered throughout the (very linear) gameplay, which were incredibly frustrating in that they were fairly far apart. Getting to the next save book was occasionally a severe test of patience. The subsequent games avoided the frustration by drastically reducing the required linearity and providing a few permanent save books in different parts of the school, such as the Gryffindor common room.
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* ''VideoGame/AyoTheClown'': These appear in the form of giant flowers. They bloom and activate when [[PlayerCharacter Ayo]] gets close.

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* ''VideoGame/AyoTheClown'': These appear in the form of giant flowers. flowers holding a pie. They bloom and activate when , splat [[PlayerCharacter Ayo]] in the face with said pie, and activate when he gets close.
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* ''VideoGame/AyoTheClown'': These appear in the form of giant flowers. They bloom and activate when [[PlayerCharacter Ayo]] gets close.
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* ''VideoGame/MailMole'': Checkpoints in this game are indicated by a giant envelope. Collecting them activates them.

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* ''VideoGame/MailMole'': Checkpoints in this game are indicated by a giant envelope. Collecting them activates them.

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* ''VIdeoGame/{{Pankapu}}'': These appear in the form of a collection of yellow pieces that, when the checkpoint is activated, come together to form a circular ring connected by magic lines. When activated, they restore [[PlayerCharacter Pankapu]]'s health, and act as respawn points when he's out of health.

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* ''VIdeoGame/{{Pankapu}}'': ''VideoGame/MailMole'': Checkpoints in this game are indicated by a giant envelope. Collecting them activates them.
* ''VideoGame/{{Pankapu}}'':
These appear in the form of a collection of yellow pieces that, when the checkpoint is activated, come together to form a circular ring connected by magic lines. When activated, they restore [[PlayerCharacter Pankapu]]'s health, and act as respawn points when he's out of health.
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* ''VideoGame/FoxNForests'': Retro the Raccoon serves this role. If you give him a set amount of coins, he will activate the checkpoint for you.

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* ''VideoGame/FoxNForests'': Retro the Raccoon Badger serves this role. If you give him a set amount of coins, he will activate the checkpoint for you.
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* ''VideoGame/FoxNForests'': Retro the Raccoon serves this role. If you give him a set amount of coins, he will activate the checkpoint for you.
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* ''VideoGame/StitchyInTookiTrouble'': Poles with red cloths on them serve this purpose in the game. The red is swapped out for blue when [[PlayerCharacter Stitchy]] gets to them.
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* ''VideoGame/RadRodgers'': The game has checkpoints in the form of floppy disks. Dusty shouts "Checkpoint!" when you reach one.

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* ''VideoGame/RadRodgers'': The game has checkpoints in the form of floppy disks. Dusty shouts "Checkpoint!" when you reach one.
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* ''VideoGame/RadRogers'': The game has checkpoints in the form of floppy disks. Dusty shouts "Checkpoint!" when you reach one.

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* ''VideoGame/RadRogers'': ''VideoGame/RadRodgers'': The game has checkpoints in the form of floppy disks. Dusty shouts "Checkpoint!" when you reach one.
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* ''VideoGame/RadRogers'': The game has checkpoints in the form of floppy disks. Dusty shouts "Checkpoint!" when you reach one.
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* ''VideoGame/{{Disruptor}}'' placed a checkpoint about halfway through most levels. These weren’t visible, but a computer-like female voice would announce “Continue point reached” when you reached one. At that point, however, a three-lives system came into play, in which you could only retry from the checkpoint three times before having to restart the level altogether.

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