History Main / CheckpointStarvation

2nd Feb '16 6:46:01 AM case
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forgot suspend save is its own sub-trope
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.
31st Jan '16 10:37:52 AM MyFinalEdits
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** ''Returns'' also has the [[BrutalBonusLevel Temples]]. There are no checkpoints. For ''any of them''. And the majority of them are [[MarathonLevel 5-8 minutes]] of pure old-school platforming. Then there is the ''Golden Temple'', and then finally these same levels again in Mirror Mode. ** The temple levels show up again in ''VideoGame/DonkeyKongCountryTropicalFreeze'' and are even ''[[FromBadToWorse worse]]'' there because they're ''twice'' as long or more on average then the ones in ''Returns''. 5-K is probably the worst offender.
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** ''VideoGame/DonkeyKongCountryTropicalFreeze'' has the secret level 4-B, which is not only devoid of checkpoints but is an underwater maze with scarce supplies of air bubbles, meaning that the Kongs cannot get lost for too long. And once Hard Mode is unlocked, ''all levels'' are devoid of checkpoints as well. ** Both ''Returns'' and ''Tropical Freeze'' also has have the [[BrutalBonusLevel Temples]]. There are no checkpoints. For ''any of them''. And the majority of them are [[MarathonLevel 5-8 minutes]] of pure old-school platforming. Then there is are the ''Golden Temple'', Golden Temple and then finally these same Secret Seclusion levels, unlocked after conquering all Temple levels again in Mirror Mode. ** The temple levels show up again in ''VideoGame/DonkeyKongCountryTropicalFreeze'' and are even ''[[FromBadToWorse worse]]'' there because they're ''twice'' as long or more on average then defeating the ones in ''Returns''. 5-K is probably the worst offender.respective {{Final Boss}}es, which lack checkpoints as well.

** ''VideoGame/SuperMarioBros2'': Doorways act as checkpoints, but they are scarce otherwise. ** ''VideoGame/SuperMarioBros3'': In contrast to the previous two 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/SuperMarioBros2'': Doorways act as checkpoints, but they are scarce otherwise. otherwise, which becomes troublesome when the characters have to take a key to a ''locked'' door while being chased by a Phanto. ** ''VideoGame/SuperMarioBros3'': In contrast to the previous two 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.

** 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]] 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.
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** 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.
31st Jan '16 9:45:54 AM MyFinalEdits
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Wrong name
* ''VideoGame/LuigisMansion'''s fourth zone opens with the titular mansion getting plunged into a blackout, which not only brings the ghosts back and then some, but also drives the Toads, who save your progress, out of the house. Luigi needs to get the power back on before the player can save again normally, and due to the blackout, ghosts are now present in every room you've cleared, and respawn every time you reenter one. [[spoiler: You can save ''once'', by entering the telephone room and answering the phone, [[GuideDamnIt but the game does not tell you that]].]]
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* ''VideoGame/LuigisMansion'''s fourth zone opens with the titular mansion getting plunged into a blackout, which not only brings the ghosts back and then some, but also drives the Toads, who save your progress, out of the house. Luigi needs to get the power back on before the player can save again normally, and due to the blackout, ghosts are now present in every room you've cleared, and respawn every time you reenter one. [[spoiler: You can save ''once'', by entering the telephone room and answering the phone, [[GuideDamnIt [[GuideDangIt but the game does not tell you that]].]]
31st Jan '16 5:56:54 AM LadyJaneGrey
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* ''VideoGame/LuigisMansion'''s fourth zone opens with the titular mansion getting plunged into a blackout, which not only brings the ghosts back and then some, but also drives the Toads, who save your progress, out of the house; Luigi needs to get the power back on before the player can save again.
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* ''VideoGame/LuigisMansion'''s fourth zone opens with the titular mansion getting plunged into a blackout, which not only brings the ghosts back and then some, but also drives the Toads, who save your progress, out of the house; house. Luigi needs to get the power back on before the player can save again.again normally, and due to the blackout, ghosts are now present in every room you've cleared, and respawn every time you reenter one. [[spoiler: You can save ''once'', by entering the telephone room and answering the phone, [[GuideDamnIt but the game does not tell you that]].]]

* In ''VideoGame/LuigisMansion'', you save the game by talking to Toad, who can be found in several places throughout the mansion. However, during the blackout, Toad runs and hides somewhere, and the only way to talk to him in order to save is by entering the Telephone Room and calling him. It's close by when the blackout starts, but seeing as all the rooms spawn ghosts every time you enter and your goal is to restore the power, you're on your own after doing it once.
30th Jan '16 7:49:08 PM MyFinalEdits
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Pretty much a case of Word Cruft
* In ''VideoGame/LuigisMansion'', you save the game by talking to Toad, who can be found in several places throughout the mansion. However, during the blackout, Toad runs and hides somewhere, and the only way to talk to him in order to save is by entering the Telephone Room and calling him. It's close by when the blackout starts, but seeing as all the rooms spawn ghosts every time you enter and your goal is to restore the power, you're pretty much on your own after doing it once.
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* In ''VideoGame/LuigisMansion'', you save the game by talking to Toad, who can be found in several places throughout the mansion. However, during the blackout, Toad runs and hides somewhere, and the only way to talk to him in order to save is by entering the Telephone Room and calling him. It's close by when the blackout starts, but seeing as all the rooms spawn ghosts every time you enter and your goal is to restore the power, you're pretty much on your own after doing it once.

* ''VideoGame/DragonQuest'' series allows the player to get saved only at a town church. Some towns don't even have one. You can't do a hard save in the field and in a dungeon, so this trope is pretty much in effect. Every game since the first, however, has offered the ability to teleport instantly to a town that allows you to save as a relatively low level spell and a very inexpensive item, and also a spell to instantly evacuate dungeons. However, in the 5th game, ''Hand of the Heavenly Bride'', the return-to-save-point spell isn't available until about the halfway point in the game, which can cause issues.
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* ''VideoGame/DragonQuest'' series allows the player to get saved only at a town church. Some towns don't even have one. You can't do a hard save in the field and in a dungeon, so this trope is pretty much in effect. Every game since the first, however, has offered the ability to teleport instantly to a town that allows you to save as a relatively low level spell and a very inexpensive item, and also a spell to instantly evacuate dungeons. However, in the 5th game, ''Hand of the Heavenly Bride'', the return-to-save-point spell isn't available until about the halfway point in the game, which can cause issues.
30th Jan '16 5:33:27 PM LadyJaneGrey
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Added DiffLines:
* In ''VideoGame/LuigisMansion'', you save the game by talking to Toad, who can be found in several places throughout the mansion. However, during the blackout, Toad runs and hides somewhere, and the only way to talk to him in order to save is by entering the Telephone Room and calling him. It's close by when the blackout starts, but seeing as all the rooms spawn ghosts every time you enter and your goal is to restore the power, you're pretty much on your own after doing it once.
21st Jan '16 8:39:57 AM Prfnoff
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* In the original version of ''VideoGame/LaMulana'', the Grail Point in the Shrine of the Mother permanently disappears once it becomes TheVeryDefinitelyFinalDungeon. There are also no checkpoints in [[BrutalBonusLevel Hell Temple]].
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* ''VideoGame/LaMulana'': ** In the original version of ''VideoGame/LaMulana'', version, the Grail Point in the Shrine of the Mother permanently disappears once it becomes TheVeryDefinitelyFinalDungeon. There are also The remake makes players use a new checkpoint there. ** Having no checkpoints in is one thing that makes Hell Temple [[BrutalBonusLevel Hell Temple]].Temple]]. ** Using checkpoints at all requires you to buy a few items ''and'' explore the ruins to obtain the Grail. This makes the early game a bit frustrating.
1st Jan '16 2:32:14 PM billybobfred
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Added DiffLines:
** The [[GoodBadBugs Airship glitch]] in ''VideoGame/FinalFantasyVI'' requires a self-imposed version of this -- it lets you have the GlobalAirship much earlier than you're supposed to, but to activate the glitch you have to get from whatever point you want to have it at, all the way to the DiscOneFinalDungeon, without saving even once in between. Which certainly explains why nobody found the glitch in testing.
15th Nov '15 5:10:48 PM nombretomado
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* The developers of ''[[RType Super R-Type]]'' did not put any checkpoints whatsoever in levels. This is, in fact, ''generous'', as dying deprives you of all powerups, and your basic ship is woefully underpowered and poorly protected by default. Starting the level over give you a breather at the beginning to get your Force back up to par to give you a chance. On the downside, dying to a boss means having to work your way back to it.
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* The developers of ''[[RType ''[[VideoGame/RType Super R-Type]]'' did not put any checkpoints whatsoever in levels. This is, in fact, ''generous'', as dying deprives you of all powerups, and your basic ship is woefully underpowered and poorly protected by default. Starting the level over give you a breather at the beginning to get your Force back up to par to give you a chance. On the downside, dying to a boss means having to work your way back to it.
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