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10th May '16 1:57:27 AM Hylarn
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* ''VideoGame/LuigisMansionDarkMoon'' has no mid-level checkpoints whatsoever and levels can take over half an hour on the first playthrough. However, the game itself is not particularly difficult, health restoring hearts are plentiful, and if you manage to find the golden dog bone in each level then a ghostly Polterpup will revive your body on the spot. Also, it's a 3DS game, so simply closing the the system will automatically pause the game and put the system into sleep mode so you can pick it up later at your convenience.

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* ''VideoGame/LuigisMansionDarkMoon'' has no mid-level checkpoints whatsoever and levels can take over half an hour on the first playthrough. However, the The game itself is not isn't particularly difficult, health restoring hearts are plentiful, but if you're playing poorly and if you manage to find the golden dog bone in each level then a ghostly Polterpup will revive your body on the spot. Also, it's a 3DS game, so simply closing the the system will automatically pause the game and put the system into sleep mode so you can pick it up later at your convenience.getting unlucky with heart drops...
8th May '16 4:53:17 AM Reymma
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** ''VideoGame/FinalFantasyIII'': The final tower. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game. The UpdatedRerelease they kept this in ''on behest of the fans''.

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** ''VideoGame/FinalFantasyIII'': The final tower. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game. The UpdatedRerelease they kept this in ''on behest of the fans''.
1st May '16 2:22:20 PM DavidCowie
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** The Northern Crater in ''VideoGame/FinalFantasyVII'' has no save points, but it gives the party one unique item that can create one. However, the item is glitched and can make the dungeon [[UnwinnableByMistake unwinnable]], so it's just best to ignore it. Earlier, the whirlwind maze: After the save point, you have a timing puzzle, a few long cutscenes, and a FMV before the next save. There's nothing particularly dangerous in-game there, but this area had a high crash rate in [[PortingDisaster the PC version]].

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** The [[VeryDefinitelyFinalDungeon Northern Crater Crater]] in ''VideoGame/FinalFantasyVII'' has no save points, but it does have a lot of tough enemies, the FinalBoss and a long cutscene. It gives the party one unique item that can create one. However, a save point, but the item is glitched and can make the dungeon [[UnwinnableByMistake unwinnable]], so it's just best to ignore it. Earlier, the whirlwind maze: After the save point, you have a timing puzzle, a few long cutscenes, and a FMV before the next save. There's nothing particularly dangerous in-game there, but this area had a high crash rate in [[PortingDisaster the PC version]].
22nd Apr '16 6:48:54 PM MyFinalEdits
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* ''[[AlienIsolation Alien: Isolation]]'' has autosaves only during certain level transitions and mostly relies on manual save points that take several seconds to use and do not pause the game while in use. This was done to add tension to the game but became a BaseBreaker among players and critics who thought that it improved the game and those who felt that it only added frustration through FakeDifficulty. Some missions are infamous simply for how far apart the save points are.

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* ''[[AlienIsolation Alien: Isolation]]'' ''VideoGame/AlienIsolation'' has autosaves only during certain level transitions and mostly relies on manual save points that take several seconds to use and do not pause the game while in use. This was done to add tension to the game but became a BaseBreaker among players and critics who thought that it improved the game and those who felt that it only added frustration through FakeDifficulty. Some missions are infamous simply for how far apart the save points are.
22nd Apr '16 3:54:04 PM ZerroDefex
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* ''[[AlienIsolation Alien: Isolation]]'' has autosaves only during certain level transitions and mostly relies on manual save points that take several seconds to use and do not pause the game while in use. This was done to add tension to the game but became a BaseBreaker among players and critics who thought that it improved the game and those who felt that it only added frustration through FakeDifficulty. Some missions are infamous simply for how far apart the save points are.
17th Mar '16 2:41:26 PM DyingWillKirby
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Added DiffLines:

* ''VideoGame/{{VVVVVV}}'': Getting the Shiny Trinket in "Prize for the Reckless" requires the player to [[EnforcedTrope enforce]] this trope themselves by [[LoopholeAbuse exploiting]] the way the game handles checkpoints.[[note]] The player must activate a moving platform from the top of the screen, and then ride on that moving platform from the bottom. However, traveling from the top to the bottom of that screen normally requires traversing several other screens. Once you leave a screen, all changes made to that screen reset, so the moving platform would no longer be active. The solution is to activate a checkpoint at the bottom of the first screen, make it to the top of that screen without hitting any other checkpoints, activate the moving platform, and finally, [[ViolationOfCommonSense kill yourself]] so that you reappear at the checkpoint at the bottom. Because you never changed screens, the moving platform is still active, and you can ride it to the Shiny Trinket.[[/note]]
12th Mar '16 1:37:48 PM SirVancelot131
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** ''VideoGame/SuperMarioBros3'': In contrast to the previous three games, the game has no in-level checkpoints. However, the newly-introduced World Map allows the player to use inventory items or sometimes choose a different level to tackle after losing a life.

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** ''VideoGame/SuperMarioBros3'': In contrast to the previous three games, the game has no in-level checkpoints. However, the newly-introduced World Map allows the player to use inventory items or sometimes choose a different level to tackle after losing a life. Many of the levels are noticeably shorter as well compared to previous games.



** ''VideoGame/SuperMario64'': With the exception of checkpoints right before Bowser fights (as well as bosses added in the DS remake) and a few other rare instances, there are no checkpoints. If you fall off the stage and lose a life, it's all the way back to the beginning of the level for you.

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** ''VideoGame/SuperMario64'': With the exception of checkpoints right before Bowser fights (as well as bosses added in the DS remake) and a few other rare instances, there are no checkpoints. If you fall off the stage and lose a life, it's all the way back to the beginning of the level for you. If you travel into the volcano of LethalLavaLand or the pyramid of ShiftingSandLand, you do begin inside the structures if you lose a life before getting a star.



*** Some missions are rather long with no checkpoints in them at all, most notably the Daredevil missions, whose primary objective is to finish the stage as a OneHitPointWonder. The two most infamous ones are for "The Sinking Lava Spire" in the first game, which requires the player to traverse the longest mission in ThatOneLevel; and "The Perfect Run" in the second, taking place in by far the hardest stage (Grandmaster Galaxy) in a game with a massive SequelDifficultySpike.

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*** Some missions are rather long with no checkpoints in them at all, most notably the Daredevil missions, comets, whose primary objective is to finish the stage as a OneHitPointWonder. The two most infamous ones are for "The Sinking Lava Spire" in the first game, which requires the player to traverse the longest mission in ThatOneLevel; and "The Perfect Run" in the second, taking place in by far the hardest stage (Grandmaster Galaxy) in a game with a massive SequelDifficultySpike.
18th Feb '16 4:03:39 AM Jaro7788
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* You made it to the [[FinalBoss Final Boss]] of ''VideoGame/TheForceUnleashed''? Well then, you better not turn the game off until you've beaten him, that is unless you feel like replaying a tedious platforming section and the fight with the ''[[TheDragon previous]]'' boss all over again on your next try.
2nd Feb '16 6:46:01 AM case
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Not to be confused with SaveGameLimits, when the game imposes limits on when and where (and how) you can save the game, though these two sometimes overlap. This allows a developer to enforce Checkpoint Starvation while still allowing the player to take breaks, by creating temporary save points that will get deleted upon resumption.

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Not to be confused with SaveGameLimits, when the game imposes limits on when and where (and how) you can save the game, though these two sometimes overlap. This Use of the SuspendSave in particular allows a developer to enforce Checkpoint Starvation while still allowing the player to take breaks, by creating temporary save points that will get deleted upon resumption.
2nd Feb '16 6:44:45 AM case
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Not to be confused with SaveGameLimits, when the game imposes limits on when and where (and how) you can save the game, though these two sometimes overlap.

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Not to be confused with SaveGameLimits, when the game imposes limits on when and where (and how) you can save the game, though these two sometimes overlap.
overlap. This allows a developer to enforce Checkpoint Starvation while still allowing the player to take breaks, by creating temporary save points that will get deleted upon resumption.
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