History Main / CheckpointStarvation

3rd Nov '17 11:55:32 AM ZombieAladdin
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** There are no checkpoints at all in 'VideoGame/SuperMarioOdyssey'''s final challenge, "Long Journey's End" at Culmina Crater. It is also the longest of these final challenge type levels in a Mario game to date.

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** There are no checkpoints at all in 'VideoGame/SuperMarioOdyssey'''s ''VideoGame/SuperMarioOdyssey'''s final challenge, "Long Journey's End" at Culmina Crater. It is also the longest of these final challenge type levels in a Mario game to date. The corresponding BossRush, "Arrival at Rabbit Ridge," is also similarly devoid of checkpoints. In general, though, checkpoints become a lot less common in the post-game areas.
3rd Nov '17 11:52:55 AM ZombieAladdin
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** There are no checkpoints at all in 'VideoGame/SuperMarioOdyssey'''s final challenge, "Long Journey's End" at Culmina Crater. It is also the longest of these final challenge type levels in a Mario game to date.
13th Oct '17 9:19:21 PM wolftickets1969
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** In the first ''VideoGame/MetroidPrime'' game, there's the beginning of [[ThatOneLevel Phazon Mines]]. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past [[RunTheGauntlet a gauntlet of shadow troops, mega turrets, wave and ice troopers]], and two {{mini boss}} battles against an [[GiantMook elite pirate]] and a [[InvisibleMonsters cloaked drone]]. The entire segment usually [[MarathonLevel takes an hour or more to complete]]. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).

to:

** In the first ''VideoGame/MetroidPrime'' game, there's the beginning of [[ThatOneLevel Phazon Mines]]. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past [[RunTheGauntlet [[DeathCourse a gauntlet of shadow troops, mega turrets, wave and ice troopers]], and two {{mini boss}} battles against an [[GiantMook elite pirate]] and a [[InvisibleMonsters cloaked drone]]. The entire segment usually [[MarathonLevel takes an hour or more to complete]]. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).
13th Oct '17 9:17:56 PM wolftickets1969
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** In the first ''VideoGame/MetroidPrime'' game, there's the beginning of [[ThatOneLevel Phazon Mines]]. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past a gauntlet of shadow troops, mega turrets, wave and ice troopers, and two mini boss battles against an elite pirate and a cloaked drone. The entire segment usually takes an hour or more to complete. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).

to:

** In the first ''VideoGame/MetroidPrime'' game, there's the beginning of [[ThatOneLevel Phazon Mines]]. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past [[RunTheGauntlet a gauntlet of shadow troops, mega turrets, wave and ice troopers, troopers]], and two mini boss {{mini boss}} battles against an [[GiantMook elite pirate pirate]] and a [[InvisibleMonsters cloaked drone. drone]]. The entire segment usually [[MarathonLevel takes an hour or more to complete.complete]]. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).
8th Oct '17 9:56:33 PM MyFinalEdits
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* GettingOverItWithBennettFoddy has no checkpoints; if you fall, you fall, and must climb back up again from however far you fell - potentially as far as the very beginning of the game.

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* GettingOverItWithBennettFoddy ''VideoGame/GettingOverItWithBennettFoddy'' has no checkpoints; if you fall, you fall, and must climb back up again from however far you fell - potentially as far as the very beginning of the game.
8th Oct '17 7:08:17 PM TitaniumDragon
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* GettingOverItWithBennettFoddy has no checkpoints; if you fall, you fall, and must climb back up again from however far you fell - potentially as far as the very beginning of the game.
3rd Oct '17 11:03:30 AM bt8257
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Check Point Starvation occurs when in a VideoGame, the player must go for an extended period of time without {{Check Point}}s or {{Save Point}}s. Its purpose, when done intentionally, is to add difficulty to the game.

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Check Point Check-Point Starvation occurs when in a VideoGame, the player must go for an extended period of time without {{Check Point}}s or {{Save Point}}s. Its purpose, when done intentionally, is to add difficulty to the game.
13th Sep '17 7:13:31 PM wolftickets1969
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* Although usually averted in the ''VideoGame/MaxPayne'' series thanks to [[SaveScumming Quick Saves]], the console ports of the first two games were forced to use spaced-out checkpoints. In a game where a single shotgun blast can almost kill Max if you're unlucky, and explosions almost always kill you instantly. It gets worse in ''Max Payne 3'' because not even the PC version has quick saves. It's taken to the logical conclusion with Max Payne 3's [[TimeTrial New York Minute]] mode, especially on [[HarderThanHard Hardcore.]] You have to play through the entire game on a single life with a time limit ticking down; the main goal is extending the timer as high as you can through constant headshots and kills, and the cutscenes freeze the timer. But if you die even once, you have to start the entire run all over again.

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* Although usually averted in the ''VideoGame/MaxPayne'' series thanks to [[SaveScumming Quick Saves]], the console ports of the first two games were forced to use spaced-out checkpoints. In a game where a single shotgun blast can almost kill Max if you're unlucky, and explosions almost always kill you instantly. It gets worse in ''Max Payne 3'' because not even the PC version has quick saves. It's taken to the logical conclusion with Max Payne 3's [[TimeTrial New York Minute]] mode, especially on [[HarderThanHard Hardcore.]] You have to play through the entire game [[FinalDeathMode on a single life life]] with a time limit ticking down; the main goal is extending the timer as high as you can through constant headshots and kills, and the cutscenes freeze the timer. But if you die even once, you have to start the entire run all over again.
13th Sep '17 7:11:29 PM wolftickets1969
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* The ice cube stage in the arcade version of ''Gradius III'' also lacks checkpoints. If you die on the Cube Attack or the boss, it's back to square one.

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* [[ThatOneLevel The ice cube stage stage]] in the arcade version of ''Gradius III'' (and its PS2 and PSP ports) also lacks checkpoints. If you die on the [[HoldTheLine Cube Attack Attack]] or the boss, it's back you have to square one.
navigate the MobileMaze all over again.
31st Jul '17 11:23:21 AM siskulous
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* ''VideoGame/{{Minecraft}}'' has hardcore mode. While technically the game still saves constantly and in real time, the entire world will be deleted if the player dies in hardcore mode.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.CheckpointStarvation