History Main / CheckpointStarvation

22nd Jun '17 2:03:03 AM Korodzik
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* Plenty of the old 8-bit games on the UsefulNotes/ZXSpectrum and the like had no save points (48K was barely enough RAM for the game, never mind save states, and saving on the tape was normally impractical). Most egregious in the space shooter cum word puzzler cum history lesson ''Starion'', a 243-level (counting each time zone as one level, a fair measurement) marathon with, in the original version, a GameBreakingBug somewhere around the 200th. Allowing five minutes a zone - easy when the cargo is "[[VideoGame/TheLongestDay D]]", more difficult when it's "[[PassionPlay OBERAMMERGAU]]" - you're still looking at [[BladderOfSteel the better part of a day's solid play]]. With no saves.

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* Plenty of the old 8-bit games on the UsefulNotes/ZXSpectrum and the like had no save points (48K was barely enough RAM for the game, never mind save states, and saving on the tape was normally impractical). Most egregious in the space shooter cum word puzzler cum history lesson ''Starion'', a 243-level (counting each time zone as one level, a fair measurement) marathon with, in the original version, a GameBreakingBug somewhere around the 200th. Allowing five minutes a zone - -- easy when the cargo word to assemble is "[[VideoGame/TheLongestDay D]]", "D", more difficult when it's "[[PassionPlay OBERAMMERGAU]]" - "OBERAMMERGAU" -- you're still looking at [[BladderOfSteel the better part of a day's solid play]]. With no saves.
12th Jun '17 9:28:59 PM nombretomado
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* ''VideoGame/BombermanActZero'''s single-player campaign had 99 levels with no save points whatsoever. If the player dies or shuts off their {{Xbox 360}} at any point in the game, they have to start the whole thing from the beginning.

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* ''VideoGame/BombermanActZero'''s single-player campaign had 99 levels with no save points whatsoever. If the player dies or shuts off their {{Xbox UsefulNotes/{{Xbox 360}} at any point in the game, they have to start the whole thing from the beginning.



* ''VideoGame/DeadRising'' features a little of this in its main scenario (there are no soft checkpoints between going between sections of the mall or before fighting bosses), but Infinity Mode does not feature a single checkpoint nor way to save your game. As the sole objective of Infinity mode is to survive as long as you can, this can lead to trouble. One achievement requires you to stay alive for the real-time equivalent of ''fourteen hours'' - and when the game was released, the XBox360 was going through incredibly high rates of getting the RROD. Thankfully, its sequels fixed this problem: ''VideoGame/DeadRising2'' introduced checkpoints before going into different areas or fighting bosses, and ''VideoGame/DeadRising2: Off the Record'' changed Infinity Mode to Sandbox Mode, adding the ability to save as well as checkpoints.

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* ''VideoGame/DeadRising'' features a little of this in its main scenario (there are no soft checkpoints between going between sections of the mall or before fighting bosses), but Infinity Mode does not feature a single checkpoint nor way to save your game. As the sole objective of Infinity mode is to survive as long as you can, this can lead to trouble. One achievement requires you to stay alive for the real-time equivalent of ''fourteen hours'' - and when the game was released, the XBox360 UsefulNotes/XBox360 was going through incredibly high rates of getting the RROD. Thankfully, its sequels fixed this problem: ''VideoGame/DeadRising2'' introduced checkpoints before going into different areas or fighting bosses, and ''VideoGame/DeadRising2: Off the Record'' changed Infinity Mode to Sandbox Mode, adding the ability to save as well as checkpoints.



* ''VideoGame/DeadSpace2'': This trope is used deliberately in "Hardcore Mode". Specifically, it only allows the player to save three times in the whole game, and there are no checkpoints, other than at the disc change on the Xbox360 version.

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* ''VideoGame/DeadSpace2'': This trope is used deliberately in "Hardcore Mode". Specifically, it only allows the player to save three times in the whole game, and there are no checkpoints, other than at the disc change on the Xbox360 UsefulNotes/Xbox360 version.
1st Jun '17 8:18:52 AM RandomNumberReactor
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* This is the most common complaint with ''[[VideoGame/JakIIRenegade Jak II]]'' and probably the most contributing factor to [[NintendoHard its difficulty]]. Most if not all of city missions just have to be done in one go, and platforming segments have unholy distance between respawn points as well.
18th May '17 12:43:33 PM rjd1922
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** ''VideoGame/SuperMarioBros'' has invisible checkpoints near the middle of most levels, except for castle levels and all of World 8. In some later levels, these checkpoints do more harm than good, as they are often located after the one power-up in the level and [[RatchetScrolling you can't backtrack]].

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** ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' has invisible checkpoints near the middle of most levels, except for castle levels and all of World 8. In some later levels, these checkpoints do more harm than good, as they are often located after the one power-up in the level and [[RatchetScrolling you can't backtrack]].
14th Feb '17 10:05:12 PM LucaEarlgrey
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** ''VideoGame/FinalFantasyI'' requires you to go through the Mirage Tower followed by the Floating Fortress with no chance to save in between, making both areas effectively one massive dungeon in practice. The [=PS1=] remake averts it partially with RAM saves (which can be reloaded as long as you don't do something to clear the system's RAM, such as a hard reset), and later remakes avert it entirely by letting you save wherever you want.
3rd Feb '17 1:46:22 PM Truffle
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** The Gutter is a cross between The Catacombs and the dreaded Blighttown of the first game. It's essentially one large BottomlessPit, with evil [[GoddamnedBats sentient statues]] that shoot poison darts at you. If you have a torch, lighting the sconces scattered about makes it significantly easier, but it's still a long trek from start to finish. There are only two checkpoints.

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** The Gutter is a cross between The Catacombs and the dreaded Blighttown of the first game. It's essentially one large BottomlessPit, with evil [[GoddamnedBats sentient statues]] that shoot poison darts at you. If you have a torch, lighting the sconces scattered about makes it significantly easier, but it's still a long trek from start to finish. There are only two checkpoints.bonfires.
3rd Feb '17 1:44:03 PM Truffle
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** The Gutter is a cross between The Catacombs and the dreaded Blighttown of the first game. It's essentially one large BottomlessPit, with evil [[GoddamnedBats sentient statues]] that shoot poison darts at you. If you have a torch, lighting the sconces scattered about makes it significantly easier, but it's still a long trek from start to finish. There's only two checkpoints.

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** The Gutter is a cross between The Catacombs and the dreaded Blighttown of the first game. It's essentially one large BottomlessPit, with evil [[GoddamnedBats sentient statues]] that shoot poison darts at you. If you have a torch, lighting the sconces scattered about makes it significantly easier, but it's still a long trek from start to finish. There's There are only two checkpoints.
3rd Feb '17 1:34:49 PM Truffle
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*''VideoGame/DarkSouls2'':
** No-Man's Wharf is a painstakingly long stage, with several deadly enemies that can easily overpower inexperienced players. There's only one bonfire too, meaning if you die, you'll have to start over.
** The Gutter is a cross between The Catacombs and the dreaded Blighttown of the first game. It's essentially one large BottomlessPit, with evil [[GoddamnedBats sentient statues]] that shoot poison darts at you. If you have a torch, lighting the sconces scattered about makes it significantly easier, but it's still a long trek from start to finish. There's only two checkpoints.
23rd Dec '16 4:39:37 PM Gosicrystal
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** ''VideoGame/GrandTheftAutoV'' finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally [[LostForever kill that potential crew member on the way to the goal.]]

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** ''VideoGame/GrandTheftAutoV'' finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally [[LostForever [[PermanentlyMissableContent kill that potential crew member on the way to the goal.]]
22nd Dec '16 6:41:04 PM MyFinalEdits
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** ''VideoGame/SuperMario3DWorld'' has two of the last three levels, Champion's Road and Mystery House Marathon. The former is a brutal six part MarathonLevel, while the latter is ''another'' Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere.

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** ''VideoGame/SuperMario3DWorld'' has this with two of the last three levels, levels from World Crown, Champion's Road and Mystery House Marathon. The former is a brutal six part MarathonLevel, while the latter is ''another'' Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere.



** ''VideoGame/SuperMarioMaker'' at first did not had checkpoints to be placed in levels, until a November 2015 update allows players to place checkpoints in any level.

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** ''VideoGame/SuperMarioMaker'' at first did not had have checkpoints to be placed in levels, until a November 2015 update allows players to place checkpoints in any level.level. The trope still applies to the pre-built sample levels, as all of them have remained unchanged since the game's release.



** The first game usually doesn't have this due to multiple middle rings, but there's one point in [[BrutalBonusLevel Endless World of Yoshis/Crazy Maze Days]] in the GBA remake where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a SadisticChoice; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
** The first game also has the first four extra levels, having no middle rings at all, while all of them are quite difficult. The very first level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.

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** The first game usually doesn't have this due to multiple middle rings, but there's it does in the first four extra levels, having no middle rings at all and all of them being quite difficult. The very first regular level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
** There's
one point in [[BrutalBonusLevel Endless World of Yoshis/Crazy Maze Days]] in the GBA remake where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a SadisticChoice; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
** The first game also has the first four extra levels, having no middle rings at all, while all of them are quite difficult. The very first level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
area.



* ''VideoGame/DarkSouls'' is downright ''brutal'' with bonfire (checkpoint) placement at times. You generally only get one or two per level, and some levels have none at all. While you can usually open up shortcuts on subsequent runs through areas and minibosses don't respawn, getting to some bosses can be incredibly difficult. Then after that, most bosses can kill you in one or two hits.

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* ''VideoGame/DarkSouls'' is downright ''brutal'' with bonfire (checkpoint) placement at times. times.
**
You generally only get one or two per level, and some levels have none at all. While you can usually open up shortcuts on subsequent runs through areas and minibosses don't respawn, getting to some bosses can be incredibly difficult. Then after that, most bosses can kill you in one or two hits.
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