This is when checkpoints
Restore HP and ammo.
It's very helpful.Rolling Updates, Needs Examples Reaching a Checkpoint or Save Point refills your Life Meter, Mana Meter, ammo, whatever. Once you get to the checkpoint, you'll be fully replenished and ready for the next level. Sometimes this is just a part of the same mechanic that's saving your progress--this is common when saving at a Trauma Inn, for example. Other times, the save point or checkpoint won't heal you directly, but it will be surrounded by strategically-placed Healing Potions or a convenient Healing Spring. This is a Subtrope of Anti-Frustration Features. Sister Tropes include Level Up Fill Up, for when you heal up after a Level Up, and After Boss Recovery, for when you heal up after a Boss Battle. Frequently overlaps with Suspicious Video Game Generosity in those cases where you conveniently get a save point and a full heal right before a boss fight.
- Safe Havens in Alan Wake's American Nightmare heal you. In the original game you had Regenerating Health, but Save Havens made you regenerate more quickly.
- The pubs in Armed and Dangerous serve double duty as save points and health/ammo restore points.
- Most Castlevania games of the Metroidvania type have save points that heal.
- In Cave Story, most save points are next to heal points or beds.
- In Cthulhu Saves the World, save points replenish all of your mana.
- Dragon Quest Save Points are the priests inside churches in towns. While these do not heal HP and MP, they do resurrect party members and remove status effects like poison and curse--although they do charge you money proportional to your level. In most of the games, this is the only real way to remove the curse status effect and remove any Cursed Equipment, as well as the only reliable way to resurrect party members until late in the game (the Trauma Inn won't do it, and the early resurrection spell "Zing" only works 25-50% of the time depending on the game).
- Most save logs in Dubloon are located close to either trauma inns or red chests that replenish your crew's health and alcohol points. Ones that aren't are usually located somewhere within a dungeon.
- Final Fantasy:
- In Final Fantasy X and Final Fantasy XII, Save Points heal you and remove negative status ailments, rendering the Trauma Inns and Healing Springs favored by previous titles obsolete.
- In the older Final Fantasy games, save points can be used to deploy a Tent indoors (a Tent is an item that works like a portable Trauma Inn and normally can only be used on the world map).
- Most games in the Grandia series have save points that heal.
- Metroid Prime and Metroid: Other M have save stations that double as replenishing stations.
- Shin Megami Tensei:
- In some games in the series, save points can heal, but they charge you money proportional to the amount of mana and health restored.
- Digital Devil Saga: Large Karma Terminals do this. Small ones normally don't, but some Small Terminals might have a Life Terminal next to them to do the same job. (Small Terminals can also transport you to a large one if you need healing enough that you're willing to walk back.)
- In Persona 3 Portable, the main Save Point will do this (emulating the Fox in Persona 4), making it far easier to grind than the original Persona 3.
- Super Crossfire fully replenishes your armor at every checkpoint. Doubles as Level Up Fill Up, since every checkpoint gains you a level as well.
- In Super Mario World and New Super Mario Bros. Wii, if Mario is in his small form when reaching the checkpoint, he will automatically change into Super Mario.
- The last level in the Subspace Emissary story mode of Super Smash Bros. Brawl includes save points that heal you and revive fallen party members.
- Tales Series:
- Save statues in An Untitled Story completely refill player character's health aside from saving, which is nice since aside from beating bosses or collecting hearts (which are limited), there's no other way to recover health.
- The save points in the Ys series heal you on approaching them.
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