[[quoteright:177:[[VisualNovel/{{Hayarigami 2}} http://static.tvtropes.org/pmwiki/pub/images/hayarigami_2_ds_screen.jpg]]]]
[[caption-width-right:177:A path flowchart system in Hayarigami 2. Very handy for a visual novel game.[[note]]This is the [=DS=] port version of the original [=PS2=] game.[[/note]]]]

%%This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.
->''"There is one feature I will happily abase myself before: mid-boss checkpoints. This is a game where a boss can be the size of the moon and have eleven health bars. Chipping the first ten away only to be killed by a casual elbow to the face is frustrating enough without having to take it from the top."''
-->-- '''Ben "Yahtzee" Croshaw''', ''WebAnimation/ZeroPunctuation'', on ''VideoGame/{{Bayonetta}}''

Anti-Frustration Features (sometimes called "Quality of Life" features for obvious reasons) are instances in a game where the established rules of the game are suspended/modified under certain circumstances, or a particular effect that happens when the game deliberately helps you out during a specific situation.

Usually an example of an ObviousRulePatch to prevent {{unwinnable}} situations from developing, such as if a given BossBattle mandates the use of one specific weapon with limited uses (be it BreakableWeapons, CastFromHitPoints, or a simple lack of BottomlessMagazines).

It can also occur in other situations, but those are less common.

See also AcceptableBreaksFromReality for when it is the rules of reality that are changed, and PlayerNudge for when the game helps you out only in times where [[GuideDangIt the solution isn't obvious]]. Can sometimes lead to [[ItsEasySoItSucks some slight backlash]], and take the form of SuspiciousVideoGameGenerosity. Not to be confused with MercyMode. Direct opposite of ClassicVideoGameScrewYous. MercyInvincibility is the subtrope where the player is immune to damage for a few seconds after getting injured. Related to AntiRageQuitting, where the developers try to keep players from being frustrated at ''other players'' as opposed to the game itself.


* ''AntiFrustrationFeatures/DarkSouls''
* ''AntiFrustrationFeatures/{{Pokemon}}''


[[folder:Action Adventure]]
* As mentioned in the page quote, ''VideoGame/{{Bayonetta}}'' features mid-boss checkpoints so that the player doesn't have to fight the boss all over again if they die towards the end of the fight. It also puts a checkpoint right before every PressXToNotDie moment so that, even if you fail the quicktime event, you don't lose more than a few seconds of progress.
* The ''VideoGame/BatmanArkhamSeries'' has a few.
** Several times in predator encounters, enemies that should notice Batman don't, either because he's too far away, or in the middle of a special takedown.
** In ''VideoGame/BatmanArkhamCity'' and ''VideoGame/BatmanArkhamOrigins'', after using a gadget to create a platform in the water, Batman will automatically aim straight for it if you glide at it.
** ''City'' featured Riddler informants that could tell Batman where Riddler trophies were hidden, as long as the informant was the last enemy taken out in any encounter. This made battles with the informants frustrating, since the player would have to avoid targeting them until they were done. ''Origins'' fixed this problem by making the informants surrender when beaten as opposed to being knocked out, so the player no longer has to beat them last. Also, informants in ''City'' would respawn later if you screwed up and didn't interrogate them.
** Typically, if Batman falls into any pool of water, he'll just grapple gun right back to a safe platform. In ''VideoGame/BatmanArkhamKnight'', even if Batman is too far away for the grapple gun to work, he'll instantly reappear back on a platform anyway.
** There's a sequence in ''Knight'' where you have to analyze security footage for the correct number sequence to open a door. Fail enough times, and Batman will just punch the number pad, causing the door to open anyways.
** ''VideoGame/BatmanArkhamOrigins'' (and likely others) will have the AI take pity on you if you're being beaten too badly in a fistfight. Jump into a huge crowd of enemies and quickly lose all your health by playing extremely poorly. When you're down to one hit left, the enemies will basically turn into punching bags, offering no threat whatsoever until you're down to about five enemies, at which point normal AI resumes. You might still lose, but at least you still beat a bunch of guys, right?
* In ''VideoGame/AssassinsCreedBrotherhood'' one of the Lairs of Romulus requires you to cut down counterweights with a projectile. The counterweight you find at the end of a long platforming sequence has a few chests nearby which infinitely replenishes your throwing knives, crossbow bolts and bullets in case you got all the way up there with no ammo left, or have really ''atrocious'' aim -- they're the only such chests in the entire game!
* In ''VideoGame/AssassinsCreedIVBlackFlag'', if you have several hostile ships around you, they'll stop firing at you when you board one to take it as a prize. Same goes for forts if you initiate a ship boarding mini-event near a hostile fort.
* When you die in ''VideoGame/BeyondGoodAndEvil,'' you're usually sent back to a checkpoint near the start of the room or the area you're in. You'll have half your regular health, and any items you may have used in the interim will be gone. There are two exceptions, however: The Looter's Caverns and the FinalBoss. When you lose a Looter's Cavern, you're sent back to the start with whatever health you had when you entered (full, if you're smart) and any items you used during the challenge are returned to your inventory. Since the Looter's Caverns are... [[ThatOneSidequest annoying]], this is quite a boon. The FinalBoss has a checkpoint halfway that's the same way.
* If you die to a boss in ''VideoGame/CaveStory'', retrying that same boss will have the pre-fight cutscene's dialogue boxes scroll by instantly so you can get back to the fight faster. Also, the the exposition dialogue of the BrutalBonusLevel occurs only once when you pass it for the first time, so you don't have to hear the same thing every time you die.
* Several examples from ''VideoGame/CopyKitty'':
** If you keep losing to a boss (or some levels), Savant will pop in to give you a hint.
** You still win a mission (or unlock the next five waves in Endless mode) if your projectile destroys the last marked enemy, even after you disintegrated (but not before the result screen shows up).
** If you get hit after you destroy the last target, the damage isn't counted.
** If a specific weapon or Boost Drive is absolutely required in Mission Mode, there's always an Infinity Tasbeht with what you need in it nearby.
** If you break a Tasbeht containing health and fail to actually pick up the health it drops before it despawns, the Tasbeht will respawn with the health back inside.
** While the game tends to stray away from flat-out telling the player how to do something, if they stick around for long enough without grasping something they need to proceed, the game will bring up a dialog box explaining what they need to do; for example, if you don't figure out you can charge up the Virs' jump you'll get trapped in a little pit and the game will tell you about charging up the jump after a few seconds.
** If you've accidentally messed up your configuration settings, there's an option that specifically says "Panic button: hold "R" for three seconds to reset all controls and options to default" on the launch screen.
* In ''Disney/TheEmperorsNewGroove'' video game, the Catacombs levels have stages [[UnexpectedGameplayChange where you ride Yzma and Kronk's rollercoaster into their lab]]. The developers seemed to have anticipated that the levels would be [[ThatOneLevel difficult]] due to the high speed, [[InterfaceScrew frequently reversing your controls]], and lack of checkpoints, so the level doesn't have a health bar or count any falls into the BottomlessPit as deaths and take you from the top.
* ''VideoGame/FreedomPlanet''
** In Final Dreadnought 2, Milla will occasionally pop in and give Lilac or Carol a bubble shield to prevent them from suffocating after Brevon shuts down the oxygen supply. When playing as Milla herself, Brevon won't even shut the oxygen down. As of the later updates, there have also been bubbles as seen in underwater areas.
** The boss of Pangu Lagoon requires you to destroy a very large number of orbs scattered across its back, at which point its eye becomes vulnerable and you can finish it off. Due to the sheer size and speed of the boss, destroying every last orb would be a nightmare, but thankfully the game lets you off if there's just a few left.
** The game compensates for Milla's lack of any kind of quick or multi-hit attacks by toning down the number of hits certain bosses take. For example, Serpentine's second phase in Jade Creek starts with its windshield already partially cracked, and the "defeat 99 ninjas" challenge in Trap Hideout is cut down to 15 ninjas instead.
** If for any reason pushing the gem at the end of the mid-boss for Relic Maze doesn't progress the game by braking the truck's engine, it can easily be destroyed with an attack.
** In the final boss with Lord Brevon, if you die after a phase of the three-phase boss, the game puts you back at the beginning of the current phase, recognizing [[ThatOneBoss just how hard this guy is]]. Also after defeating each form, a full bar's worth of health will drop, letting you refill your HP before moving on to the next.
** In [[VideoGame/FreedomPlanet2 the second game]], if you die at any point, you can mash the jump button to regain a sliver of health that brings you back. You'll die in one hit and this only applies if there's actually an intact body to revive, but it can be tremendously helpful if you're close to finishing a boss and get killed at the last second.
* ''VideoGame/{{Iji}}'' gives you a pre-made Resonance Reflector for your [[PlayingTennisWithTheBoss tennis date with the final boss]], just in case you didn't have one yet. More acceptable than usual, since otherwise it would be impossible to win on the hardest difficulty level.
* ''VideoGame/TheLastOfUs''
** During sneaking sections, enemies will only notice the player character, not any AI escorts or party members. Appropriately, the AI sneaks around corners as well as a player can, but if you're careful, you may notice a few times when the bad guys ought to be noticing the escorts but don't. We are not complaining, though. The alternative would be insufferable.
** Whenever you've killed the last enemy in a combat section, Joel will say something along the lines of "Alright, that's all of them." Just so you know that you did, indeed, get them all.
** Similarly, when you're navigating through large areas, the characters will occasionally say things like, "Let's go through here," or "Can't go this way," to let the player know when they're on the right track or when they should turn around.
* ''Franchise/TheLegendOfZelda'':
** Whenever you die in ''VideoGame/ZeldaIITheAdventureOfLink'', you usually start at Zelda's palace. However, this doesn't apply to TheVeryDefinitelyFinalDungeon. Die there, and you just have to start at the beginning of the dungeon instead of trekking through the lava and lizardmen infested Valley of Death.
** In most post-NES Zelda games, if you need a particular weapon (such as bombs or arrows) to beat a boss battle, you can count on them being available during the boss fight in case you run out.
*** In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', the boss in the Shadow Temple drops arrows and magic jars every time you shoot its hands, since you need the Bow and Arrows and the Lens of Truth during the fight. If you happen to run out of magic and arrows at the same time, you can still use your Hookshot to attack the hands so they drop items for you.
*** King Dogongo in ''Ocarina of Time'' (Bomb flowers) or Odolwa in ''Majora's Mask'' (Arrows) - in fact, Odolwa has plants that drop arrows and hearts, and they regrow.
*** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', the boss Gohdan can only be defeated with the use of arrows and bombs; if you run out of either, Gohdan will "sneeze" out a few extras to compensate. [[JustifiedTrope Justified]] in that [[spoiler:this particular boss is not malevolent and is merely testing your ability to be a hero, which has nothing to do with how much you can carry]].
*** Trinexx, the boss of Turtle Rock in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', can initially only be hurt by attacking his fire-and-ice-spewing heads with their opposite elements. If you run out of magic power to use the Fire and Ice Rods, however, his elemental breath attacks will have a chance of leaving a small magic container behind.
*** Subverted with Kholdstare. You need to use the Fire Rod or the Bombos medallion to thaw him and properly fight him. If you run out of magic before fully thawing him, there's no magic containers around, but that's where another AntiFrustrationFeature comes into play: At that point in the game you are bound to have the magic mirror. You can use it to return to the beginning of the dungeon (so you don't have to die).
*** The Mirror not needing magic power may be such a feature in itself, as is the fact that using it while clipping into an object will simply revert you right back to the Dark World.
*** When you first encounter the falling rocks on Death Mountain, you just happen to be right next to the home of a hermit that can refill your heart meter for free.
*** In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'': While escorting Telma and Ilia to Kakariko you fight King Bulbin for the second time. You will need arrows for this round; every time you run out of them (or didn't have any to begin with) Telma will give you some.
** If there's any area that requires the use of bombs to continue in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'', you can bet that there will be a bomb flower or two nearby so you can replace the bombs you lose.
** In ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', the Goron mini-dungeon in the Moon is the one place where falling into a pit doesn't do any damage to Link. Be prepared to fall A LOT, especially if you're trying to get the heart piece.
** In ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'', any and every item in the game either (A) runs off your Energy Gauge, which refills upon being left alone for a while, or (B) has no depletable source whatsoever.
*** Also, the Lost Maimai quest, which is basically the game's equivalent of the Golden Skulltula quest from ''Ocarina of Time,'' gives you a map so you can know exactly how many of the little shits are in each area. One hundred percenting the game without resorting to a guide suddenly became much less impossible. This mechanic was recycled for Jovani's quest in ''Twilight Princess HD.''
** In ''[[VideoGame/TheLegendofZeldaSpiritTracks Spirit Tracks]]'', your train will magically flip in the direction you want to go when exiting a station or a portal.
** In ''[[VideoGame/TheLegendOfZeldaTheMinishCap The Minish Cap]]'', fusing Kinstones result in a variety of new things, like treasure chests, gold enemies, opened passageways, etc., and there are 100 fusions to keep track of. Since you can't always drop what you're currently doing to run off and claim whatever new prize has been revealed (or you might not be able to reach it yet), the game places a marker on your map to remind you that it's there.
** If you get disconnected while playing ''[[VideoGame/TheLegendOfZeldaTriForceHeroes Tri Force Heroes]]'', you at the very least get a few "sympathy rupees". In online play you can also blacklist "false heroes" ({{griefer}}s) so that you don't get teamed up with them again.
*** An update also enabled Friendly Tokens to be purchased in the town shop, whereas previously they had only been available as a SocializationBonus.[[note]]Originally, the coins were only given by an NPC as a reward for playing with others via wireless connection. Playing online via internet did NOT count. Also, you only got one coin for each different 3DS you linked with. That's one coin per 3DS ''period'', NOT one per 3DS per playing session (unless the other 3DS's were reformatted back to factory default).[[/note]] Although expensive, at least now most players weren't completely locked out of getting the outfits that require them for materials.
** The HD remake of ''The Wind Waker'' added a number of them:
*** You can win a faster sail that automatically adjusts the wind as you go along. Also, the sail and Wind Waker are now quest items as opposed to regular items, meaning you don't have to sacrifice two items slots when you're sailing.
*** Still on the topic of sailing, you don't need to equip the bombs or the grappling hook to use the boat's cannon and crane; they're always available when you're sailing regardless of what items you're equipped with at the moment.
*** The Nintendo Gallery sidequest has been greatly improved: you can get the Deluxe Picto Box as soon as you first enter Windfall Island, you can save twelve pictographs as opposed to only three, a golden icon appears on pics that can be turned into figurines, and Carlov accepts up to twelve pictures a day as opposed to one. This makes completing the gallery much faster and less tedious. Tingle Bottles can also help in collecting some photos that can otherwise be {{Permanently Missable|Content}}, as pictographs can be saved from those messages to the Picto Box; it's not always reliable, but it's still a welcome help and safety net in case you do miss the pictographs.
*** The Triforce sidequest has been revamped, with most of the charts leading to the shards getting the shaft; instead, you get most of said shards directly. Only three shards need a chart to be deciphered. Also, the standard wallet carries up to 500 Rupees, meaning a Wallet upgrade isn't necessary to afford Tingle's deciphering prices anymore.
*** The small animation that plays when Link conducts Wind Waker songs only plays once in a given session; every time you use the same song after that, its effects happen automatically, making sequences where you have to play the same song multiple times a lot faster.
*** Most of the times Link takes damage while sailing, he isn't knocked off his boat anymore. Only select attacks and obstacles (Like explosive barrels) can still knock him off.
*** When you're swinging on a rope, you can actually turn while you're swinging, without needing to stop.
*** An aiming reticle is shown when using the cannon at sea; making aiming far easier and less of a guessing game.
* ''VideoGame/AladdinVirginGames'':
** The last two bosses can be killed only if you throw apples at them, and more apples appear every time you run out. In addition, if you fail the Rug Ride level enough times, the game will automatically skip you, giving you a "Nice try" message.
** Similarly to the Rug Ride thing, losing all your lives to the inexplicable buzz-saws and acid pits (and the floor itself, if you fall off the trolley) in one of the early levels of ''VideoGame/MickeyMania'' will not earn you a GameOver, as the game will HandWave you to the next area with a message to the effect of "Mickey has broken all the trolleys so he walked instead". [[FridgeLogic Why didn't he just walk to begin with?]] It had the apple thing too, but with marbles.
** The same trolley level also has another one of these, though it can actually happen anywhere in the game; the trolley level is the easiest to perform it in. Throw a marble at a certain row of buzz saws causes a "Level Warp" screen to pop up, letting you go one level forward or backwards, whichever you choose. So why does this example fit this trope? The "Level Warp" is a very cleverly disguised Crash Handler. Whenever a GameBreakingBug is triggered, the game boots up a level warp as the crash screen, which is much more attractive to the players than the game simply freezing, or getting a screen about the game crashing. The trolley level is only an example of how to crash the game consistently: it can be done by accident elsewhere[[labelnote:another]]In the very first level there's a cat enemy that when jumped on falls through the deck and appears in a porthole. Jumping on it at the furtherest point of its patrol, beyond the row of portholes below, will "crash" to level skip thanks to the out-of-bounds animation[[/labelnote]]. ''VideoGame/Sonic3DBlast'' by the same developer also disguised its crash handler as a secret level warp.
* Fail enough times at any of the Oni Island races in ''VideoGame/{{Okami}}'' and the game will start going easier on you. This can include changing the timing of the obstacles, slowing your opponent, or putting platforms over spikes. There is a reduction in the reward for winning each time, but it does help those that are less proficient at this sort of thing.
* In ''VideoGame/GoofTroop'', if you get a Game Over, the {{Password Save}} system will remember the last password you obtained, allowing for a quick continue.
* The TimeTravel powers in the ''Franchise/PrinceOfPersia'' Sands trilogy include Rewind, which allows the player to rewind time just enough to reverse a fatal mistake. It's also designed to prevent abuse, though, with the use of sand tanks and a timer that needs to recharged in-between time power usage.
* The first ''VideoGame/{{Boktai}}'' game had a "Loser Button" in a room with a ''particularly'' difficult ice block puzzle. Pushing it instantly solved the puzzle for you, at the cost of changing the button to a hint panel that read "[[TakeThatAudience Here forever engraved is the name of the LOSER Django (Or whatever name you inputted)]]."
* If the player bounces the ball too many times off the paddle in ''DX-Ball 2'' without hitting a destructible block, all indestructible blocks on the field are changed into destructible blocks (since this is usually caused by indestructible blocks being a huge pain in the ass and keeping you from making the shot.)
* Likewise, ''VideoGame/WizOrb'' gives the player free MP if they bounce the ball off the paddle too many times without hitting a destructible block or enemy, so they can use a spell to progress further.
* If you repeatedly die in ''VideoGame/ToejamAndEarl'', the game will eventually give you a random beneficial present upon respawning.

[[folder:Adventure Games]]
* A game based on the ''Connections'' TV show featured a hint book that told you how to solve certain puzzles. Said hint book also included a few "magic buttons" that, if you clicked on them, would instantly solve a puzzle or put you right at the screen you needed to be at. The game also included a small inventory system, with the objects used for certain puzzles or doors. You could only use these objects on the screen they were designed to be used on, though; attempting to use them at any other time netted you a "not yet!" message, so you didn't spend a lot of time pointless trying every object on every pixel of every screen.
* ''VideoGame/TheDameWasLoaded'' had a tuxedo needed at one point to get into the Blue Angel nightclub. If you miss it the first time, thereís an alternative route planned to save you from having to reload.
* On the Armor Games version of ''Don't Escape 3'', the AG quests corresponding to the in-game achievements were only added after the game had been up for a while and, as a result, a lot of players had gotten them already. To prevent players from having to do the same things twice, the quests were coded so that going to the achievements page in-game would trigger the completion of any quest whose corresponding achievement was already completed.
* ''VideoGame/GhostInTheSheet'' has two arcade sequences; you can use a command to skip them if they're too difficult for you (the rat one you should probably be able to get on your own; good luck with the fireflies though).
* Modern-day {{interactive fiction}} not uncommonly comes with an 'undo' command, allowing the player to simply take back moves if desired. (This is for example the default in games written with Inform 7 unless explicitly disabled by the designer.)

[[folder:Card Games]]
* ''VideoGame/YuGiOhDuelLinks'' has an auto-duel option for standard opponents, which can be turned off mid-fight, and an automatic deck creator, which automatically uses your strongest cards.

[[folder:Edutainment Games]]
* ''VideoGame/SuperSolvers'' Series:
** In ''Treasure Cove!'', you use bubbles to attack things and move around the level. To obtain bubbles, you have to shine your flashlight at the bubble station a few times to pay for them, and bubbles could in turn be used to capture starfish, who reward correct answers to questions with more flashlight energy. Since you could, if you tried very hard, waste all of your bubbles and light, the game would place electric eels on the next screen you swam to to give you a free energy boost, rather than leave you to swim around a now-{{Unwinnable}} game.
** This also applies to all Super Solver games. ''Treasure Mountain!'' and ''Treasure Math Storm!'' have the same thing, if you swap flashlight for coins, and electric eels with coins laying on the ground.

[[folder:Fighting Games]]
* The otherwise insanely-powerful-even-for-an-SNKBoss of ''VideoGame/ArcanaHeart 3'' score attack, Parace, starts with less life each time you continue. After losing to her a dozen times or so, she'll start with about a quarter of full health and can be taken out with a single blaze - if you can hit her.
* In ''VideoGame/BattleFantasia'''s story mode, continuing after defeat will start you with a full level on your MP bar. This continues up to level 3, after which you are given infinite MP.
* The campaign mode of ''VideoGame/DissidiaFinalFantasy'' is set up almost like a board game. You move your character's piece around the various boards, expending one Destiny Point per move, interacting with {{Mook}}s, bosses, treasures, and the like. Story Points are the overall score at the end of the board, and are lost when the player loses a match or spends more Destiny Points than they have. The final boards of the game's final story mode have neither Destiny Points nor Story Points, meaning that the player can challenge the [[FinalBoss Final]] SNKBoss as many times as they need to without penalty. Nice of them.
* ''VideoGame/TheKingOfFighters'' series:
** Starting with ''KOF 98'', you were allowed to continue with a slight advantage upon losing (such as reducing the enemy's health to 1/3 its normal length or starting you off with a full Super Meter)... though that's little help against the [[SNKBoss final boss]].
** In the remakes of '98 and 2002, failing any combination of the challenge games 100 times unlocks everything in the game automatically.
* ''VideoGame/{{Skullgirls}}'' has the Infinite Prevention System, a feature that detects when a player is trapped in an infinite combo loop and lets them burst out of it in an instant. Although, the one doing the infinite can bait out said burst...
* ''VideoGame/StreetFighterIII'' has the AI in a particular fight become gradually easier with each loss, until it's practically handing you the win on a silver platter out of pity.
* Ditto for ''VideoGame/MortalKombat9'', whose AI will ease up on repeated losses even with final boss Shao Kahn (to the point where he'll mostly just taunt over and over).
* The Chronicles of the Sword mode in ''VideoGame/SoulCalibur III'', like the Ratchet & Clank example below, allows you to keep accumulated experience even if you fail a map, so you won't have to restart the campaign from scratch when you realize in the final level that your party is underlevelled or that your class composition doesn't allow for enough [[AIBreaker Anti-AI moves]] to beat the SNKBoss.
* ''VideoGame/SuperSmashBros''
** When fighting a character to unlock them for the first time, their AI is set to high levels and can be difficult to beat. To make up for this, whenever you fail a character-unlock match, their AI will be set to a lower level each time you rematch them. Even more, you don't have to go through the method to unlock them to fight them again- just play a Smash match.
** In the fourth game, losing a match in Classic mode reduces the difficulty by .5 of the Intensity scale. However, this may be subverted depending on your playstyle: For those who genuinely need the step-down and are testing their ability against higher difficulty levels, this is a helpful way of meaning you don't have to re-make all your progress. On the other hand, those who can generally play on 9.0 Intensity but make occasional slips may feel penalised by the forced difficulty decrease. Also, for each integer of Intensity added the final boss gains an extra form - so if you want to see them all you have to set Intensity to as high as possible and then lose ''at most'' two matches against the hardest computer setting, including the final boss' various forms that all have very strong, very hard-to-dodge attacks.
** If someone is sufficiently far behind in the match from ''Brawl'' onwards, there's a chance that they might spawn with a Final Smash ready to use.

[[folder:First Person Shooters]]
* ''VideoGame/BioshockInfinite'' and its ''Burial at Sea'' [=DLC=] always play a short violin {{Stinger}} when you've cleared an area of enemies. Given the sheer size and scope of some of the areas the fighting takes place in, this is very helpful. Also, ''Infinite'' doesn't count falling off of its floating city setting as a death; you're simply instantly teleported to someplace close to where you fell with a tiny decrease in health.
* ''{{Videogame/Borderlands}}'' series:
** Ammo chests are weighted slightly to what you're low on.
** Running out of health puts you into a "Fight for your Life" mode that lets you get back on your feet if you manage to kill an enemy within a short time, undoubtedly a useful feature given the amounts of damage a lot of the enemies can dish out. However, this can arguably make the frustration worse in a few instances, for example if you managed to kill the only nearby enemy a nanosecond before you went down due to afterburn or something. Fortunately, DeathIsASlapOnTheWrist thanks to the [[RespawnPoint New-U stations]], which only consume your MoneyForNothing, scattered about.
** In a mid-game mandatory EscortMission where [[HoldTheLine you have to protect a beacon from Hyperion robots for a certain time]] the beacon cannot be permanently destroyed; its health depleting only halts the timer until you repair it. If you fail to do it and have to repair it enough times, the BigBad himself will remark on how much you're sucking at the job. Afterwards, the beacon becomes completely invulnerable. The DifficultySpike [[NintendoHard said mission]] presents in single-player means that, to a first-timer, it makes completing the mission ''possible''.
--> '''Handsome Jack:''' [[TakeThatAudience You're really bad at protecting that beacon, aren't you]]?
** Some quests give you specific weapons or items that you must take to complete them, or as a quest reward. Should you get a quest item or reward when your inventory is full, you'll still get the item anyway, with your inventory going over its maximum limit.
** Accidentally sell an item you didn't want to? Buy it back for the exact price you sold it for!
** At one point in the ''Tiny Tina's Assault on Dragon Keep'' DLC, the player has to complete a jumping puzzle designed by Tina over a lava pit. If you die, the game simply plunks you back next to the puzzle rather than booting you to the last New-U station, and it doesn't charge you any money for the respawn.
* If the player loses enough times in a ''VideoGame/BrothersInArms'' game, the player is given the option to replay last checkpoint with full health, instead of whatever health the player left off with. In the ''Road To Hill 30'' game, it even tells you "War isn't fair, but a game should be."
* During the boss fight against the Giant Venus Maneater in ''VideoGame/{{Bulletstorm}}'', you never run out of PMC ammo. If you happen to run out, you instantly spawn another full clip.
* In ''VideoGame/Doom2016'', killing enemies when you're low on health will cause them to drop health containers. Performing a [[FinishingMove Glory Kill]] when you're at low health will make enemies drop even more. Also, enemies will occasionally drop free ammo on death if one of your ammo types is empty.
* ''VideoGame/HalfLife2'':
** If you find an infinite ammo crate, [[SuspiciousVideogameGenerosity expect to use it liberally]].
** TheVeryDefinitelyFinalDungeon upgrades your suit to allow it to heal much faster and more energy (as well as HP) from the wall-mounted recharge stations.
** In the one battle that doesn't have an infinite crate for the one type of ammo you need, infinitely-respawning allies will provide you with the ammo you need.
** Cherish those times when the Combine takes away all of your normal weapons, because the process "accidentally" supercharges your Gravity Gun. Not only are its normal abilities much more effective, you can grab and throw ''other people like dolls.'' The raw power is... [[AGodAmI heady.]]
** A more minor example is the supplies dropped by crates. They're dependent on the player's current status, so someone low on ammo might get a few more rounds, while someone with low health could find a medkit. It's done subtly enough that it's not really noticeable in-game -- you just know that you managed to find that crate at ''just'' the right time!
* ''Franchise/{{Halo}}'' series:
** When fighting the AnticlimaxBoss of ''VideoGame/{{Halo 3}}'', Sgt. Johnson gives you a Spartan Laser, which at the time is [[EleventhHourSuperpower the only weapon capable of doing damage to said boss]]. It doesn't matter if you brought in a fully-loaded rocket launcher or fuel rod cannon, they're useless here. Luckily, the laser has infinite ammo, so you don't have to jump off the edge when you run out of charge.
** Games from ''VideoGame/{{Halo 2}}'' onward do this if you get caught into death loops at any point (i.e., if you die too fast after reloading your auto save point many times, particularly because of a plasma grenade getting stuck to you just before a checkpoint). Normally, such cases require reloading the entire level from the start, but Bungie decided that the game should throw a merciful bone to players who're stuck in impossible situations by reloading from ''two'' checkpoints back.
** In ''VideoGame/HaloReach'', the space combat section can get disorientating because one might easily end up flying "upside down". Thus, the game automatically makes your Sabre right itself if you stop turning for a few seconds. Also, so that enemies don't become too difficult to shoot at such long range, the reticle for hitting them automatically adjusts based on distance and waypoints appear showing where the enemy fighters are when there's only five left.
* ''VideoGame/JediKnightIIJediOutcast'' and ''VideoGame/JediKnightJediAcademy'' make any enemies who are carrying key cards somewhat immune to certain Force powers (i.e. Push and Pull will still knock them over, but they won't actually change position) to prevent players from [[VideoGameCrueltyPotential accidentally throwing that key card down the nearest bottomless shaft]] and promptly locking themselves out from an item crate or the path out of the level.
* ''VideoGame/Left4Dead'':
** Developers' commentary states that it's a major feature of the Director AI: It will try to estimate the survivors' stress levels and give them breathers if they seem to be fatigued by constant combat. Conversely, it'll also spawn hordes of the Infected if they try to [[TakeYourTime Take Their Time]].
** When you go down, your survivor pulls out a Pistol to defend themselves until someone helps them up. In ''VideoGame/Left4Dead2'', you can discard your Pistol or Magnum for a melee weapon. If you happen to go down while having a melee weapon, [[{{Hammerspace}} your character will pull out another pistol from nowhere]], allowing you to defend yourself until you get help. This lets players have less worry about incapacitation, knowing that they will have something to fight with even if they hold a melee weapon. This rule also applies to Chainsaws, which will be tossed away and traded for a Pistol once the Chainsaw runs out of gas.
*** The rule also applies for players in ''Left 4 Dead 2'' who have died, but are revived from a MagicalDefibrillator. Upon death, the player will drop all weapons and items they were carrying except for their secondary weapon (Pistols, Magnums, or a melee weapon) so that when they get revived on the spot, they will have a weapon to defend themselves with should their fellow survivors loot their body beforehand.
** ''Left 4 Dead 2'' has two finales that require the survivors to fill something with gasoline. Normally, you have to collect all the cans in the map, but if you are playing in single player mode, you need fewer cans to escape instead of having to collect all the cans. This is to compensate for the limitations of the survivor AI where they can't pick up or use gas cans at all. The gas cans are also otherwise entirely identical in function to the regular gas cans and can be set alight by gunfire - since the game only spawns as many cans as is necessary to complete the finale, destroyed cans will simply respawn where they were initially grabbed from.
* In ''VideoGame/MedalOfHonor: Warfighter'' during the single-player portion, the player gets infinite secondary weapon magazines, and also has the option of holding the reload button near an allied NPC to get more primary weapon ammo from them.
* ''VideoGame/MetroidPrime2Echoes'' has the Light, Dark, and Annihilator beams that require ammo to use. Some enemies are only vulnerable to certain beam weapons, and some doors only open with those weapons, too. Thus, you gain Dark ammo from enemies killed with the Light Beam, Light ammo from enemies killed with the Dark Beam, and both types from Annihilator. Even if you run out of ammo, you can still fire the beams by charging them up, but they shoot normal shots instead. And if you happen to run out of ammo while fighting the third form of the final boss Emperor Ing, he'll gracefully summon a bunch of cannon fodder mooks that drop health and ammo when killed.
* ''VideoGame/{{Overwatch}}'': When players use their Ultimate Abilities, each team hears something different. This allows each team to know instantly if they should run for cover, or take advantage of the moment to push forward. For example, when Pharah uses her Barrage ability, the opposing team hears her shout "Justice rains from above!" Her allies hear "Rocket barrage incoming!" Likewise, when Mercy uses her Resurrection ability, her team hears, "Heroes never die!" Her opponents hear "Helden sterben nicht," which is just the German translation of that phrase.
** The first hero released post-launch, Ana, has three phrases. When she uses her Nano-Boost, her team hears, "Nano-Boost administered." The teammate she uses it on hears, "You're powered up. Get in there!" And her opponents hear an Arabic phrase, "وريهم قوتك" (Wareehom Ew-wetak), which means "Show them your strength."
** Supportive ultimates will not fire if the condition for the ult to work is not present, helping prevent accidental use of ultimates. For example, Mercy cannot use her Resurrect ultimate until there is at least one dead teammate nearby, and Ana cannot use her Nano-Boost ultimate unless there is one other teammate in her sight.
* ''VideoGame/{{Syndicate}}'' (2012) has checkpoints during the Agent Tatsuo boss fight. Also, in the fight with Agent Tatsuo, there will be drones flying about that dispense guns when you Breach them, just in case you run out of ammo. On La Ballena, there's a part where you have to shoot down drones with the Swarm missile launcher, which has many ammo stock-up points for when you run out.
* ''VideoGame/TeamFortress2'': Prior to an update that changed the server system, official servers would scramble the teams if one team kept losing very badly.
** Each class is very easy to identify. Their voice lines, color palette, silhouette, weapon noises, etc. are all distinct from one another, even after adding cosmetic items into play.
** During the Tough Break update, there was a Contract system that would reward players for playing the game while using a specific weapon. If the player didn't own the weapon, there was an option to temporarily rent one for the duration of the contract.
* Nearly any FPS game that has enemy gunfire will never have the player take extra damage from headshots so that they don't randomly get instant killed unfairly. Of course, don't assume this carries over into multiplayer.
* In FPS games featuring a LimitedLoadout, if a specific weapon type is required to complete an objective, a pickup for said weapon will commonly be located nearby - even if the player started the mission with it - in case they ran out of ammo or swapped it for something else. Common variants include:
** A scoped rifle being provided near the actual sniping portion of a SnipingMission or EscortMission.
** Anti-armor, anti-air, etc. weapons caches near where these enemy types appear (also an example of SuspiciousVideoGameGenerosity).
** Killed enemies dropping silenced weapons - with or [[FridgeLogic without explanation]] - during a StealthBasedMission.

[[folder:Hack and Slashers]]
* ''VideoGame/DantesInferno'' gives you health back slowly if failing repeatedly.
* The ''VideoGame/DevilMayCry'' series invokes this in later games:
** In the third game, dying a few times on normal mode unlocks easy mode; in the fourth, dying to a boss three times in a row automatically gives it a handicap in future fights.
** Which can actually feel pretty insulting to some players, especially since the fourth game doesn't tell you it's handicapping the boss until after you beat it and doesn't allow you to refuse. This can ironically frustrate some gamers even more.
* ''VideoGame/{{Diablo}}'' series:
** In ''VideoGame/DiabloII,'' when you die, you respawn in the nearest town with no equipped items or gold. To get your items back, you need to go back to where you were killed and recover your own corpse. This is often unfeasible, especially on higher difficulties, because the enemies that killed you are still hanging around your corpse and now you have no weapons to defeat them or armor to survive them. Thankfully, you can restart your game and your corpse will appear in town with all the items intact and only the gold gone.
** This was a consequence of not having this option in the first ''VideoGame/{{Diablo}}'' in multiplayer mode. Imagine your prized gear on the floor surrounded by monsters right at the entrance of the level waiting to chomp down on you.
** In ''VideoGame/DiabloIII'', some bosses spawn weak monsters whose sole purpose seems to be to drop health orbs when killed. This is so the game is not by definition over should you [[WhatAnIdiot run out of potions]] during the fight. The respawn rule is even more lenient: you just go back to the previous checkpoint. Inferno difficulty seems to be tuned with endless respawns in mind. Game also picks up gold when you walk over it, and you can now remove gems from their sockets, so they aren't {{Permanently Missable|Content}} as soon as you use them.
** ''Diablo II'' had optional dungeons, which could be multiple levels deep. Once you cleared them out you had a long walk back through empty rooms ahead of you. ''Diablo III'' puts a teleporter in the last room, which will take you back to the entrance.
* Any time you die in ''VideoGame/{{Drakengard}} 2'', you're allowed to keep whatever experience points and gold you acquired before dying -- the GameOver screen outright tells you "Select 'Yes' to retain your experience points."
* The ''VideoGame/GodOfWarSeries'' will traditionally offer you a chance to drop down in difficulty if you're consistently dying in the same area again and again...which falls apart when the difficulty levels only change ''combat'' difficulty, and you're far more likely to die repeatedly on the ''platforming'' sections. If you continue from the same checkpoint enough times in a row with low health, it also begins respawning you with slightly more health each time.
* ''[[{{VideoGame/Magicka2}} Magicka 2]]'', in contrast to the [[{{VideoGame/Magicka}} predecessor]], allows the player to skip learning complicated Magicks and assign them to Quickslots, which are effectively macro buttons with a cooldown mechanic. Also, unlike the predecessor again, all checkpoints are automatic and persistent across reboots.
* ''VideoGame/MetalGearRisingRevengeance'':
** Often has rocket launchers conspicuously placed (even on the harder difficulties) right before encounters where they might make things a bit easier. [[SomeDexterityRequired Emphasis on '''might'''.]]
** Since the game as a whole lacks MookChivalry on any difficulty higher than normal, you're completely invincible while doing the Zandatsu animation and for long enough afterwards to leave you plenty of leeway to parry attacks enemies were already winding up.
** Most of the boss fights have something that makes them drop health or health packs, the only one that doesn't is Sundowner, and [[BreatherBoss you really shouldn't need healing for him.]][[note]]It's possible to Zandatsu the helicopters he summons, but they're floating over a bottomless pit, making this arguably more dangerous than doing without[[/note]]
* ''VideoGame/WarriorsLegendsOfTroy'' gives your health back after three failures, or rather gives health back to the guy you have to protect in a mission when he acts as a suicidal coward.
* Hack and Slash ''Franchise/{{Castlevania}}'' games:
** During the final boss in ''VideoGame/CastlevaniaLordsOfShadow'', you need to use your magic to counter his, so if you hit him with the opposite magic, it's meter (and your health) will refill immediately, so as to not leave you unable to fight him.
** This is true as well in the MidQuel ''VideoGame/CastlevaniaLordsOfShadowMirrorOfFate''. This also has midway boss checkpoints, and ones before PressXToNotDie quicktime events.
* Enemies in ''VideoGame/RedSteel2'' will stop whatever attack they might be winding up whenever the player executes a finisher. In fact, the player is entirely invincible during a finisher animation.

[[folder:Idle Games]]
* In ''VideoGame/{{Alchademy}}'', when you put two ingredients in the cauldron, the water will change color to show if you've already tried that combination or not.

[[folder:Maze Games]]
* In ''VideoGame/Bomberman64'', before the big boss fights, Sirius provides you with Remote Control bombs to make the fight easier.
** That's until you [[spoiler:get all 100 Gold Cards from the first five worlds, and Sirius reveals himself as the real villain]]. From that point on, in the earlier big boss fights you'll have to bomb open a little container to grab the Remote Bombs.
** In the first three Bomberman Land games if you lose in a minigame too many times the employee will eventually ask you if you want to skip the minigame and get your price instead.
* In the often maddeningly difficult Atari Lynx/computer game ''VideoGame/ChipsChallenge'', it's actually stated in the Windows version's Help file (not sure if it's stated anywhere else) that Melinda, the one giving Chip the titular challenge, likes persistence and will let him go to the next level if he fails enough times. Given that many of the game's levels require just the right combination of speed, skill, intelligence, and plain dumb luck, it's nice to have something to keep you from pulling out that last clump of hair. However, this feature is smart enough to know when a player is killing himself repeatedly to move to the next level. In order to get the offer to skip, Chip must die 10 times in a row, yet he must have played for at least 30 seconds each time. [[TheDeterminator Persistence]] indeed.
** There is also a level where you must build a bridge over a river by using blocks, which you need to navigate all through the level to get them to the water. However if you start with the blocks farthest from the water, you'll discover a pair of swimming fins underneath one of them; alleviating the need to build the bridge!
* In ''VideoGame/CarriesOrderUp'', to unlock everything, one has to complete four challenges in all 20 rounds of Service Mode. These include never spinning (which lets you dodge customers), never missing a dropped coin, always getting the food to the customers before they even start to lose their patience, and completing the round in a limited time. Thankfully, you don't have to do all four in the same playthrough of a round, and can simply focus on one challenge at a time. Similarly, the SecretCharacter, Calcia, normally requires completing all 20 rounds on a single playthrough, but can also be unlocked simply by accumulating a high overall score across all playthroughs.

* In ''VideoGame/{{Shantae}} and the Pirate's Curse'', "[[ThatOneLevel Run, Run, Rottytops]]!" makes Shantae and Rottytops, [[EscortMission whom Shantae is carrying to safety]], both a OneHitPointWonder. To make up for this, failure only sends them back to the beginning of the current screen, each room serving as a checkpoint. Also, dying doesn't subtract any health or use any Auto-Potions.
** From the same game, the NoGearLevel where Shantae is mistaken for a princess requires her to sneak past some palace guards, and getting caught sends her all the way back to her room. Eventually, the player can hit a switch that opens the room's front door, significantly reducing the penalty for getting caught.
* ''Shantae: Half-Genie Hero'' features a magic carpet race level where the player flies over the clouds. Falling during the race will not send Shantae back to a checkpoint, instead subtracting a small amount of health and sending her right back up (while [[GettingCrapPastTheRadar holding her butt with a shocked expression on her face]]).

* In ''VideoGame/CityOfHeroes'', the XP Debt that you accrue from dying is temporarily suspended during zone invasion events when an area of the gameworld is overrun by hordes of aliens, zombies, etc. Also deaths that occur inside the Rikti Warzone only give half as much debt as in any other zone.
** The addition of the [[SecretIdentity Patrol]] feature, where you gain a double XP bonus based on how long you are logged out, helps even more. Now, when you [[strike: die]] are defeated, some of that bonus is taken away instead. If the bonus runs out it's business as usual.
** There's also the streakbreaker feature, which prevents missing too many attacks in a row (if your tohit is high enough, it will kick in after one miss).
** The phone feature meant you could ''call in'' a quest when it was done, and get the new quest, rather than traveling back to the quest-giver and then back to the quest location for the next step.
* In the Korean-made MMO driving game ''Drift City'', if you fail a mission, trying it again slightly lowers the requirements. Failing again lowers them even more, and so on. Useful for those who aren't yet able to afford enhancements to their car to pass the time-limited missions.
* In ''VideoGame/DynastyWarriorsOnline'', each time you enter a new scenario, you go back to guard rank which allows you to do the rank up quests again. On the chance you don't have a weapon that's level 2 or below (which you need the higher rank to be able to use), you get a spear the second you start up again, allowing you to use it until you can use the higher level weapons. Also, it will always provide you with a generic partner if you haven't requited one. ([[AnnoyingVideoGameHelper Although]], [[ArtificialStupidity some plays may see that as a problem]])
* The ''Website/GaiaOnline'' minigame Gaia Cards has you playing blackjack against different dealers. Each of them have their own cheat: one dealer can pull out an ace out of nowhere, one can redraw her hand, etc. Fortunately you, as the player, have a frustration meter that, when full, allows you to cheat by looking at the dealer's hand.
* In ''VideoGame/GrandChase'', even if you lose all of your lives and don't continue, you still get to keep your GP, EXP, and quest items (and complete quests).
* An extension of the Me and My Nemesis Quest in ''VideoGame/KingdomOfLoathing'' has a fiendishly difficult volcano puzzle that requires a lot of patience and careful mapping to work out. Fortunately, there's an option to skip it for a loss of 10 adventures if you don't want to go through all that trouble, though you miss out on two of the quest rewards if you do that.
** The Twin Peak area, released with the revamped level 9 quest, has three [[spoiler:(actually four)]] puzzles that are atrociously hard to solve, and that may be impossible depending on what items and buffs you have available. Once you've spent fifty turns in there, however, an adventure will appear that finishes the entire area, though you miss out on the reward for clearing it the hard way.
** In the original version the [[FinalBoss naughty sorceress]] would be less likely to use her ability blocking talents each time she defeated you. Since she also [[LevelScaling scaled to your stats]] this could be the only way to defeat her, short of praying for help from the RandomNumberGod for some players who didn't know how her scaling worked and relied heavily on abilities.
* Especially in the newer quests, ''VideoGame/RuneScape'' has a tendency to have quest givers give you small items that you need to complete the quest. This is especially nice when you've trekked out ten minutes to the dungeon and only then realized that you forgot to grab a hammer or a chisel. Also, if they ask you to go to a location some distance away, they'll frequently offer to teleport you there, saving some teleport runes or the need to walk that whole distance.
** This was later expanded with the tool belt allowing your character to permanently carry most basic tools at all time without using up any inventory space.
** In the mid-to-high level quest Monkey Madness, the player has to solve an infuriating sliding puzzle early on - however, if sliding puzzles aren't your speed, you can bribe the former gnome glider commander to unlock the hangar remotely and save you the trouble.
* ''VideoGame/StarWarsTheOldRepublic'' implemented a whole list of these in patch 1.2, including being able to access vehicles in certain areas, being able to jump right past orbital stations when returning to your ship, and in general cutting down on the FakeLongevity.
* ''VideoGame/MapleStory'' has a few in its new Black Heaven content. If you fail enough times at flying the airplane or escaping from a killer robot, you're given the option of outright skipping the segments.
* ''VideoGame/WorldOfWarcraft'' has several of these:
** In the ''Burning Crusade'' expansion, Blizzard introduced a "dynamic respawn" system which scales respawn rates to the rate that mobs/items are killed or collected. This backfired somewhat as it often caused mobs to instantly respawn on top of players, especially in the first weeks of the expansion, preventing them from resting or looting and making crowded areas an exercise in AttackAttackRetreatRetreat. Still, it beats the old days when crowding made certain quests a matter of racing other players for infrequent spawns.
** One of the reasons that quest items cannot be sold to vendors is that they often look identical to VendorTrash items, and no one wants to try to complete a quest only to learn that they accidentally sold their "[[TwentyBearAsses Pristine Bear Tooth]]" and are trying to hand in an ordinary animal tooth.
** Dungeons. In the original game going to a dungeon involved finding five people on your server willing to go. Then every one of you would have to make your way to the dungeon, for the first forty levels by foot. This dungeon could be located on a different continent. If someone dropped out after you'd arrived, a lot of time was wasted. ''If'' you had a warlock only three people had to come themselves, and the others could be summoned. Many of the dungeons were also surrounded by labyrinthine tunnels, often full of elite units. Eventually meeting stones were introduced, located near to dungeons, and allowed two players to summon the rest. The newer dungeons also tended to be located in less inconvenient places, and the final boss was located near an alternate route to the exit so players didn't have to go all the way back through the often very large dungeons to leave. All of this pales beside the changes worked during the ''Wrath of the Lich King'' expansion. It introduced the "dungeon finder" system. A player puts their name on it as their character type, and the game automatically searches through everyone in the system on all servers in the same geographical area, enabling players to sign up and then carry on with other tasks until a group is found. Once that's done, it gives party members the temporary ability to ''teleport'' between the dungeon and wherever they were.
** Originally healing characters were completely worthless when not in a group, having no damage to speak of and taking signficiantly longer to destroy anything solo. Part of this was because their gear only boosted healing power, not damage, and even if they tried to get a set of damage boosting gear it would never be as powerful. This was fixed by merging +healing into +spell power stat, allowing healing gear to double as damage gear. Healers were still not able to dish out nearly the damage of DPS, but at least they weren't completely worthless!
*** This was particularly brutal since there were a number of solo class missions in early [=WoW=] which were required to get special skills or abilities. These solo missions were usually designed to be somewhat challenging to make one 'earn' the ability, however, they didn't always consider specialization when being designed. What was a 'slightly challenging' fight for a more solo-friendly spec could be brutal for a healer of equal gear. These solo missions were phased out after 'burning crusade'.
*** The Dual spec ability further addressed this issue. With the ability to switch between specialties healers could now have a separate damage spec that was used for solo content. Some may choose to still not have a solo spec, for instance having a tank and healing spec, but at least they have more flexibility to run solo-capable specs if they choose.
*** Dual Spec has been done away, now it's possible to change specs any time in a rest area with the action bar layouts saving.
** Several of these were implemented to cut down on the FakeDifficulty present in "Vanilla" and Burning Crusade, [[NostalgiaFilter Not that people who played during those times are willing to admit it]]:
*** Allowing people to purchase gear that can get them ready for the current raid everybody wants to run. Because we learned [[CantCatchUp the hard way the playerbase has a tendency to declare themselves "Done" with content regardless of whether or not their friends still needed something]], a lot of people would be stuck asking around to do the raids they needed when the people who were more than geared to do it wouldn't lift a finger to help because they were sick of it or didn't need the gear and having to get lucky and hope a group forms. Vanilla and Burning Crusade had a problem with this, when players would be accused of being TheLoad on Serpenshire Cavern or Black Temple because they weren't geared enough but nobody wanted to run Karazhan to help them get the gear they needed, resulting in them having to sit around cities asking for help or bribing guild-members to run.
*** Reducing the requirements for Heroics. In Burning Crusade, the heroics required you to run the dungeon enough so that you are revered with the appropriate faction and can purchase the heroic key. Sure enough, players declared themselves "done" with the Normals and decided that the people who still didn't have their heroic keys didn't need their help, resulting in them getting [[CantCatchUp stuck]], being unable to get gear that guilds would accept before letting them even step in Karazhan but requiring on random groups to be forming in trade chats or having to be rich enough to bribe people to run normals with them. Cataclysm brought back requirements for heroics, but even then, it was ''far'' more doable than in Burning Crusade, thanks to the addition of the Dungeon Finder. (That, and you can get qualified for heroics by simply running normals a few times)
*** Updating PvP Gear so newly made PvP Characters can purchase up-to-date PvP Gear.
*** Removing attunements. Surprise surprise...attunements were toned down or flat out removed so people wouldn't have to stand around cities for months asking for help or bribing people to go through as...surprise surprise, players declared themselves "Done" with them.
*** Reducing the number of people that are run by raids in general. Anyone who says they liked 40 man raids better has clearly never tried to corral 40 people through Molten Core and had 40 people living in different time zones syncing their weekly schedules up so they can all run at once.
** In patch 3.2, the [[RandomlyDrops drop rates]] of quest items were made dynamic so that players would be guaranteed to eventually find the items they're looking for.
** In patch 3.3, Blizzard finally caved to all the players who used addons that marked the map with the locations of quest givers and objectives by implementing a system for this into the core game. Never again was "[[MemeticMutation Where's Mankrik's wife?]]" heard in the Barrens...
** In patch 3.3.3, quest items in your bags/bank are highlighted with an orange-yellow border so you can find them among dozens of other items, some of which have the exact same icon.
** In the ''Cataclysm'' expansion, most new dungeons were given a ''teleporter'' that allowed you to skip to various points in the dungeon if you wipe and have to run back in, and this feature was also present in some raid dungeons. For example, in Grim Batol, once you defeat the second boss, the drakes near the entrance will fly you to the end of his hall, and after defeating the third boss, the drakes will take you to where you fought him.
*** In some Mists of Pandaria dungeons, if you wipe and re-enter the dungeon you will appear at the location of the last boss you defeated, obviating the need to have teleporters. On the other hand, that can be frustrating in and of itself, as there might not be an ''exit'' near where you come in, thus meaning you will have to teleport out if your gear is broken, no one is nearby to repair it, and the exit is far away.
** Many bosses in various dungeons have a mechanic to reset them. Normally, hostile {{NPC}}s in dungeons will pursue fleeing players until the players are dead or have left the dungeon. If a group gets wiped out to the last man by a tough boss, regrouping can be a slow, annoying process. Fortunately, some bosses will not pursue fleeing players to the ends of the earth. Instead, they'll despawn when pulled out of their throne room and reappear in their starting point a few minutes later, so any surviving players may have a few minutes to resurrect their fallen teammates in peace, saving a lot of time and aggravation. Note that some bosses don't do this, and some bosses trap players in with them when the encounter starts, meaning that there's ''no'' middle ground between victory or death, so this may be a GoodBadBug.
** The total lack of any anti-frustration features is why the archaeology secondary profession is so loathed. There is no ability to focus on digsites you want, save for an item that increases your chances of getting Mantid digsites after the Mantid archaeology branch was introduced. You only get 4 digsites a continent and what site you get after clearing one is determined purely by RNG, no relation to how many rares or commons you have completed of a race even if you have all of them it won't stop them from appearing just as frequently. The digsites you get on a continent are selected from a handful of preexisting sites so on a continent that is "balanced" toward a particular race this can be aggravating. There are only 4 continents and each continent has at least one race exclusive to them (Outland has Draenei and Orcs, Northrend has Vykrul and Nerubian digsites which exist off Northrend but are exceedingly rare, Kalimdor has Nightelves which again are exceedingly rare outside this continent and Tol'vir and Eastern Kingdoms has Dwarves) so you don't have an option to leave if you want a particular race. Also Troll digsites are common enough in Kalimdor, Eastern Kingdoms and Northrend that they just get in the way.
*** Archaeology has received several anti-frustration measures over time. Individual artifacts now give you between five and nine fragments instead of three to five, allowing you to complete projects quicker. Each dig site lets you dig up six artifacts at a time instead of three, meaning that you spend more time actually at the dig sites instead of flying between them. Completed Mists of Pandaria projects can be traded in for fragments for another race of your choosing. Most importantly, the chance of getting a dig site for a faction once you have already completed all of their projects is significantly reduced. However, since the chance of ''receiving'' a rare project is still low you can easily be stuck collecting Night Elf fragments from all over Kalimdor because it never gives you to last project that you need...
** In the Looking for Raid feature, starting with Patch 5.2, there's a "Determination" buff that gives you a stack that increases your damage dealt, healing and maximum health by five percent every time you die against a boss after fighting for at least two minutes, a feature intentionally designed to encourage players to persist. This can help in raids in which some players are undergeared, although many will quit in frustration before getting more than a few stacks.
** ''Mists of Pandaria'''s Siege of Orgrimmar expansion introduced 'flexible raids', which automatically scale bosses to allow raid groups containing anywhere from 10 to 25 members. This means that if 14 players from your guild want to raid then you don't have to exclude four of them due to an ArbitraryHeadcountLimit. This system will be expanded upon in the next expansion to become the default option for raids.
** While this mechanic is [[SeinfeldIsUnfunny rather common amongst MMORPGs today]] (and [[OlderThanTheyThink likely not even the first one to do it]]), the fact that you didn't lose experience upon death was a ''massive'' headache-reliever of the day. The worst you had to worry about as a punishment for death was your gear eventually breaking and having to spend money to repair it. Additionally, a death by a player's hand didn't cause damage to your equipment, nor did it cause you to lose your items you worked very hard to obtain.
** Having learned from ''Warlords of Draenor'' where bodyguards didn't level up while accompanying players, in ''Legion'' bodyguards earn experience for every quest you complete, meaning you can have a fulltime bodyguard while leveling without having to spend an eternity catching them up to your other champions.
** As of 7.1, players can now buy resources for their Class Hall with Blood of Sargeras and the package they come in is even account bound so players with an excess of Bloods can send some resources to their resource starved alts.
** By definition, Heirlooms. Want to level a new character but don't want to deal with the hassle of slowly leveling them up? You can buy the appropriate heirlooms for their class (without having to even mail them as your alts can create their own copy), and get over fifty percent more experience from everything. Furthermore, heirlooms can be upgraded to be usable until you reach the current expansion.
** For over a decade, if you needed to kill something but someone else hit it first, you'd get no credit and no loot. As of ''Legion'', up to five players can "tag" an enemy and receive credit for killing it, greatly easing questing in busy areas. This was also applied to resource nodes like herbs and mineral veins.
* In ''VideoGame/FinalFantasyXIV'', failing instanced story battles will have your character blessed by the power of "Echo" which increases your health, damage, and healing while reducing the damage you take. Repeatedly failing will stack it more to the point where you eventually can flatten the event.
** If your character is at level 10 or lower, repairing your gear won't cost you any money, which is perfect for new players who probably don't have much money to begin with.
** Accidentally sold an item? You can buy it back at the same price you sold it for.
** A patch introduced an anti frustration feature for a Summoner's pets; any damage they take from an AOE attack will be lessened for the pet since they typically can't move out of the way fast enough.
** A very welcome host of these features are in the dungeons groups made with the Duty Finder. Not only does the game offer bonus experience upon completion if it is completed quickly with someone that's new to that dungeon in the group (thereby forcing the other players to not only keep that newbie, but to also aid the new player to understand the encounters, since that bonus applies for everyone in the group), but kicking someone out of the group out of spite is punishable via the terms of service. The latter is a known problem in some other MMOs where simple everyday screw ups results in being instakicked before they can even blink, and FF14 seems to be the first MMO to actively address these kinds of "dismissals", especially in this manner. In short, you need to have a really good reason for kicking a member from your groups, and the rule is a VERY welcome addition to those that have experienced the kick happy PUG groups in other MMOs.
* There are several in ''VideoGame/AuraKingdom''
** Failure to enhance a weapon does not drop the enhancement level at all nor will it break. Instead, you gain potential. Get enough and you'll be guaranteed to successfully enhance the weapon/armor by one level. Enchancement goes up to +20, with +10 being the limit for regular scrolls.
*** Although you can buy advanced scrolls to get past +10, they can be collected through some achievement quests and main quests. They are also shared through your character accounts. Though the success rate, as you might guess, is a bit on the low side...
** Additionally, if you buy 35 Eidolon packs of a certain eidolon and fail to get a fragment/key, then you will be guaranteed to get a fragment on the 36th pack opened. Still costs a lot of money, but at least there is a guarantee that you can get one.
** Instead of limiting dungeon runs per day like x-legend's other game ''VideoGame/EdenEternal'', they are limited to up to one-three times per specific hour (1, 2, 6, 12, 24).
** You no longer have to buy a cash shop item to reset your character's stats or envoy's path. You can freely reset your character's stats, while resetting envoy's path will cost gold to do so. Still, it is a lot better than paying real money.
* In ''VideoGame/GuildWars2'', the DesperationAttack in the form of downed skills is this, as it gives players a chance to recover after getting their HP depleted and avoid death.
** Also one of the personal story missions for those who chose to join the [[AdventurerArchaeologist Durmand Priory]] involves a mandatory jumping puzzle, which can be frustrating for those who don't enjoy that sort of thing, as normally jumping puzzles are entirely optional. Thankfully, your {{mentor}} highlights the path you need to jump, and if you take too long, she just opens a portal for you instead. Frustratingly, while the earlier and more challenging puzzle -- crossing a chasm via a narrow path with a side wind blowing -- can also be skipped, the way to do it is not obvious. ([[spoiler:When you fall, you are teleported to the entrance in a downed state. To skip the puzzle, instead of healing yourself from the downed state, you need to ''let yourself die'' and choose "Retry from a checkpoint", which will teleport you beyond the chasm.]])
*** In the case of many Jumping Puzzles, having a Mesmer there (or being one yourself) might be considered this due to their portal ability, allowing people to completely skip everything as long as the Mesmer is able to complete it...AND IT STILL COUNTS!
** Several classes use some summoned allies that can't be fully controlled, and losing them generally means greatly losing impact on battles until they can be summoned again (Rangers and Mesmers are dependent on their pet/illusions to function, Necromancers, Guardians and Engineers need to fill a skill slot with each extra minion/spirit weapon/turret they use which means less skills available). Against bosses with strong AOE attacks that players can dodge but AI-controlled units can't, most of the time these units take greatly reduced damage or are sometimes immune to them (notable in Fractals where only players are subject to agony). Speaking of Fractals, Subject 6 is a special case : it periodically takes a defensive stance that blocks all incoming attacks and after taking 20 hits, every subsequent hit causes an explosion that damages everyone and can cause team wipes. Uncontrollable AIs will always attack the boss until their destruction, but their attacks aren't counted when the boss enters its blocking stance.
* ''BillyVsSnakeman'' has Megamissions, which becomes available once you reach a certain rank: do a mission at 10x cost, but with 11x rewards. R00t has Megaactions, which work the same (10x/11x, as well as 50x/55x). Also, Pizzawitch deliveries are done in part to find the rare ryo coins you need for upgrading your gear, but there's very low chance of getting one on higher difficulties. However, once you've done 20 deliveries of a certain difficulty, you have the option to "work in the back" on another person's delivery, giving you a one-click option to earn tips and possibly coins (with the added option of bribing them to increase the chance of getting a coin). A few quest also become easier and/or less costly if you've done it a previous season (although a few others become harder instead).
** Once you've won eleven consecutive Glowslinging duels, you get the "Autosmash" function, which grants an automatic victory (though you forfeit the "perfect"/"nailbiter" bonuses) since you're obviously good enough to win anyway. Also, any turf you've conquered can be "multidueled", where you expend several duels at once and get an equal reward multiplier. You can also play multiple Retail shifts at once, and play multiple Mahjong and Hanafuda games. Saves time when you're grinding.
* Back in ''VideoGame/GuildWars'', dying simply resulted in you having your stats reduced for awhile. This started off with only 15%, and could eventually stack to 60%. This would be reset upon entering a non-combat zone, or could actually be worked off over time by killing enemies. While it did in fact happen if you were resurrected in a PvP setting, this penalty did not carry over to other PvP matches.
* In ''VideoGame/KingdomOfLoathing'', the Level 12 quest (Island of Mystery war) involves fighting enemies on the Battlefield while wearing one of two specific outfits. If the player doesn't have either outfit, a noncombat adventure in the Arid, Extra-Dry Desert will provide a full set for one of them.

* IOS game ''VideoGame/{{Badland}}'' has liberal use of checkpoints and dying automatically reloads you back to the last checkpoint within a second. The death itself is also very relaxed: instead of showing gory splatter and playing "You Lose" tune, the game will simply FadeToBlack with a quite rustle of the leaves.
* ''VideoGame/BinaryBoy'' for PC. It's short, but has to be completed in one sitting. As such, there are checkpoints after virtually every obstacle in your path and when you die, your character simply drifts down from the screen like a falling leaf until he lands right before the current obstacle.
* Enemy bullets are ordinarily white in the classic NES version of ''{{VideoGame/Contra}}''. For the almost entirely-white Snow Field stage, enemy bullets are changed to red so the player can still see where they're coming from.
* In the first three ''Franchise/CrashBandicoot'' games, if you failed at a level a certain number of times, the game would give you a free Aku Aku mask (an extra hit point). Fail a few more times, and it would give you a golden one (two hit points). Fail a few more times ''after that'' and it would start you off with temporary invincibility.
** Continued failures also sometimes turned some of the '?' crates into checkpoints, or made new, steel checkpoint crates (so as to not mess with the 100%-boxes rewards).
* ''VideoGame/DistortedTravesty'' allows you to change the difficulty level whenever you die... unless you're playing on [[HarderThanHard Distorted]] difficulty, which locks you into it for the rest of the game.
* If you run out of ammo in ''VideoGame/EarthwormJim'', the ammo will slowly refill, but only up to 100 shots, which translates to about a second or 2 of rapid fire, the only possible firing mode.
* In ''VideoGame/EpicMickey'', Mickey's reserves of Paint or Thinner will slowly refill to one-third of their maximum if they ever fall below the amount.
* The last level of ''VideoGame/FreezeME'' is a lot more linear than the other levels, so it uses the game's [[WarpWhistle Teleporters]] as checkpoints to prevent the player from having to redo large sections of the level before they gain the ability to fly.
* In ''VideoGame/IWannaBeTheGuy'' and its [[VideoGame/IWBTGFangames spinoffs]], it is usually very easy to accidentally save in an {{Unwinnable}} situation. Unless you regularly backup your savefiles or use the savefile editor program a fan eventually created, you're out of luck. However, one fangame--''VideoGame/{{Pickory}}''--automatically backs up your old saves and lets you undo a bad save just by pressing backspace.
** While not actually a game feature, the creator of the original ''VideoGame/IWannaBeTheGuy'' will fix any {{unwinnable}} saves for you.
** ''I Wanna be the Boshy'' gives you an extra jump if you reload after saving in midair. This is actually needed to progress in some sections.
* ''VideoGame/KirbyAndTheRainbowCurse'' will let you skip ahead to the next stage if you die too many times in one level.
* In ''VideoGame/KirbysReturnToDreamLand'', if you die during the second phase of the FinalBoss or the second phase of the Metal General EX battle, you'll completely skip the first phase upon re-entering the boss room.
** This gets inverted while in the sub-stages marked by the star-shaped portals. Throughout this game (and the series in general) a door is usually a checkpoint, but not the ones that separate the obstacle course and mini-boss areas. If you lose to the mini-boss, you get kicked out of the sub-stage entirely.
** If you lose your [[PowerCopying copy ability]] and re-inhale it at the same time as you inhale a regular enemy that also contains a copy ability, you'll ''always'' regain your original ability when you swallow them. Unless the enemy you inhaled was a defeated mini-boss--then the mini-boss' power takes precedence. That's because mini-boss abilities are almost ''always'' required to get an item in the next area, and it's common to ditch the power you used to fight the boss to grab them.
* Most ''Franchise/{{Metroid}}'' games in general tend to bias RandomDrops items in favor of items that you need: If you're low on health, you'll see more health pickups. In fact, in some of them (such as ''VideoGame/SuperMetroid''), if you are full on a certain item such as missiles, it will no longer appear at all, allowing other items to fill its place. This was not the case for earlier games such as ''VideoGame/{{Metroid 1}}''.
** In ''VideoGame/MetroidFusion'', missiles are required to kill a Core-X (everything else will go down to the Charge Beam eventually). Fortunately, just shooting a Core-X with a beam weapon will cause both health and missile X's to fly out of it like candy. This is near-essential in a [[MinimalistRun 1% Run]], as you only get one missile expansion.
* Realizing that "NintendoHard {{Platformer}}" is a frustrating enough formula, the developers of ''VideoGame/MirrorsEdge'' added completely unnecessary and impractical (for the enemy) visible-to-naked-eye laser sights to all enemy-wielded sniper rifles, giving the player at least a vague idea where they should run without being one-hit-killed by an enemy they could neither reach, nor even see.
* Mega Man starts with three items and Rush Search in ''VideoGame/Rockman4MinusInfinity''. In addition, dying three times on [[spoiler:the final EscapeSequence]] causes [[spoiler:the spikes to turn green and only do one damage, in addition to giving you more time]].
* Fail a mission in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' enough times, and you'll start it with a 'lucky horseshoe', moving you from a OneHPWonder to a Two HP Wonder. Later games used a LifeMeter, making it unneeded, although at times if you died in a mission with a 'Do Something X Times' theme, it would let you keep the ones you did already. Sometimes.
** One case in particular: in [[VideoGame/Sly2BandOfThieves the second game]], there's a mission where you must steal blueprints from Raja by feeding him drugged melons and then picking his pocket. He has a ''really'' annoying habit of waking up just after you pick his pocket and catching you, making you fail the mission. However, the game ''always'' counts your successful attempt when it starts the mission over, which is probably the only reason anyone's finished the game. (That, and Bentley automatically escapes when he gets the last one.)
* ''VideoGame/SuperMarioWorld'':
** The original SNES version disables the [[TimedMission time limit]] upon reaching the FinalBoss as the [[DramaticDisappearingDisplay status bar cannot be displayed during the battle]] due to technical restraints involving Mode 7, and the boss itself has multiple phases that can last a while. This technical limitation no longer exists in the GBA remake, but the game gives you 800 seconds in the final stage as opposed to the original's 400 to make up for it.
* When you complete a level in the ''VideoGame/{{Something}} series'', the game automatically brings up the save prompt. In the original game, the game only saves after a Ghost House, Castle or Fortess completion.
** Failing the same level seven times in the ''VideoGame/NewSuperMarioBros'' games will make a green box with an exclamation point appear. If you hit it, Luigi will beat the level for you, allowing you to skip it. Doing this a single time screws you out of a CosmeticAward though.
* ''VideoGame/SuperMarioSunshine'':
** Since the Manta Ray boss at Sirena Beach splits into three every time you spray it, you can easily end up with the entire level swarming with tiny versions of the boss that, rather than actively chase you, just sort of meander around aimlessly. However once you've left but the smallest versions of the creature, they [[TurnRed turn pink]] and begin homing in on you so you don't have to run all around the stage trying to find the last few of them.
** The game also has the decency to hide at least one free and easy to obtain ExtraLife (provided you can find it) in every single one of the infamously difficult "Secret" sub-levels, since you typically have to complete a challenge to even ''start'' the sub-level. Since some of these challenges are as arduous as the sub-level itself (looking at ''you'', Secret of the Village Underside), you're at least given unlimited attempts at the sub-level itself.
* One of [[Franchise/SonicTheHedgehog Sonic the Hedgehog's]] signature abilities, the Spin Dash, came about because of one of these. In [[VideoGame/SonicTheHedgehog1 the original game]], the only way for Sonic to gain speed was to run forward, which made some stages frustrating, as the player would have to backtrack through the level if they didn't have enough speed to clear an obstacle. ''VideoGame/SonicTheHedgehog2'' fixed this by giving Sonic the Spin Dash, which allowed him to accelerate to full speed from a standstill. The Spin Dash has been used by almost every Sonic game since then, and some ports of the original ''Sonic'' give you the option to turn on Spin Dash for it.
* ''VideoGame/SonicHeroes'': During some boss fights, the players can gain level 3 with one orb container.
* In the Game Gear/Sega Master System version of ''VideoGame/SonicTheHedgehog1'', the labyrinth boss battle takes place completely underwater, [[SuperNotDrowningSkills but you cannot drown on the stage]]. Instead there are no air bubbles and the drowning timer has been turned off.
* ''VideoGame/SonicErazor'' has the [[ExactlyWhatItSaysOnTheTin Hard Part Skipper]], a device that's placed before especially difficult parts that will skip them, though you lose all your rings and power-ups in the process.
* ''VideoGame/SonicUnleashed'' and every Sonic game since then puts a sign over a BottomlessPit, indicating which pits are bottomless and which aren't, avoiding players having to find out for themselves through trial and error.
* ''[[VideoGame/MeatBoy Super Meat Boy]]'', being the NintendoHard twitch-platformer it is, has very quick, automatic respawns after death. No more "PRESS R TO TRY AGAIN", yay! The levels themselves are short, from 15 seconds to 90 seconds, so that after you die, you don't have to go through too much again.
** Various little side-quests when you get too frustrated with the main game, like beating past levels in record time, collecting bandages to unlock new playable characters, or playing through retro-styled "warp zones".
** When you finally do beat a level, the game then shows you a replay of all your past lives doing the level simultaneously, which is good for showing you where the hardest parts of the level were. It's also kinda hilarious to see a ton of Meat Boys get shredded to half their number by a giant saw.
* In ''VideoGame/TheAdventuresOfLomax'', the game is very generous in providing plenty of pots that pop out of the ground and contain either spare helmets (which work as a SingleUseShield and enable you to use several of the abilities) or additional uses of an ability. It helps in situations where lacking a helmet or an ability would make the level {{Unwinnable}}, and in crucial moments, these pots will keep infinitely reappearing if you run out of either.
* In ''VideoGame/TyTheTasmanianTiger'', if you already have 299 Opals in a level ([[LastLousyPoint leaving just one left]]) and grab an Opal Magnet, the last Opal will fly directly to you from wherever it is (unless it's in a crate).
* ''VideoGame/YoshisWoollyWorld'' has "Mellow Mode", which gives Yoshi wings so he can constantly float in mid-air by holding the jump button (rather than his usual, temporary flutter), provides more hearts from health sources, starts over the boss battles at the beginning rather than the last checkpoint, and if you die a certain number of times, you're given an egg which makes you invulnerable. There are also optional badges you can equip before start a level which can show hidden items, bounce you out of bottomless pits, and make you invulnerable to lava and fire, all usable in regular and mellow mode.

[[folder:Puzzle Games]]
* ''VideoGame/TheSeventhGuest'' has a hint book in the manor's library that can be used for any puzzle. The first time you use it, you're given a cryptic hint on how to beat the puzzle you last encountered. Using the book a second time tells you what you need to do, and using it a third time simply solves the puzzle for you. All three times, the book will also transport you right back to the puzzle. You can even use the hint book without penalty on every puzzle except the last one, despite what the manual tells you. These days, this hint book is the only way to beat [[ThatOnePuzzle the Microscope puzzle]], which is based on AI intelligence - not a problem in the Windows 3.1 days, but nigh-impossible now.
* There have been countless versions of ''{{Breakout}}'', a game in which you attempt to destroy a brick wall by bouncing a ball off your side-scrolling paddle against said wall, taking out a brick with each hit. One version will let a player try to get the ''very last'' brick on each level, but will eventually destroy the thing automatically and move on to the next level.
** One variant of ''Breakout'' is called ''Baku Baku Block''. There are many different versions of it, but the basic idea is, instead of having blocks, it has a picture, which you "destroy" to reveal a different picture behind it. (Naturally, this lends itself to [[HGame H-Games]].) Almost all versions automatically detect when a part of the scene is unchanged and consider those parts to be pre-destroyed, to prevent it from being impossible to see where certain blocks are.
** ''Hyperballoid'' makes a special bonus float repeatedly down if three or less blocks are left in the level; catching it instantly teleports you to the next one, so you don't have to repeatedly try to send the ball ''exactly'' right to hit the one remaining brick. There is a small points bonus if you avoid the teleport drops and break all the blocks anyway.
** ''Magic Orbz'' eventually zaps the last few blocks in a level with lightning if the player is unable to hit anything with the ball within one minute.
** ''VideoGame/AlphaBounce'' has the Javelin, a weapon that is normally accessible via a power-up that destroys an entire column of blocks. When you get down to the last few blocks, however, it becomes freely accessible after a charging period, which gets shorter as you get closer to zero blocks remaining.
* One ''WesternAnimation/LooneyTunes'' GameBoyColor game had a slider puzzle (the kind where you have to slide a bunch of tiles around to make a picture). After enough tries, you could ask another character to do it for you.
* ''VideoGame/{{Portal}}'' makes use of [=AFFs=] throughout both games.
** Guiding you towards open floor portals that you'd otherwise slightly miss.
** Allowing you to move yourself out of an infinite fall in a way that would not be possible in real life.
** The main character is equipped with leg springs that protect her from fall damage
** You can't slice yourself in half by placing a new portal when you're half way through one
** Puzzle elements tend to fudge physics to reach the intended state, especially when it comes to attaching objects to other objects
** Portal positions and rotations are commonly snapped to the intended spot, especially when they have to align to a puzzle element
** [[VideoGame/{{Portal 2}} The second game]] has two specific instances near the end of the game where you only have one shot to place a portal. For these particular instances, if you accidentally fire the wrong colored portal, the other one will silently take its place.
** The game will bend thermal discouragement beams to account for portals that are just a little bit off, either between the source and the in-portal, or the out-portal and the target.
** In most cases, if you accidentally trap yourself, the AI in charge will let you out.
* ''VideoGame/{{Tetris}}'':
** ''Tetris Blast'''s Contest mode will give you a break if you managed to destroy almost the entire stack of blocks. If only a few blocks remain, the next several pieces you get will be made entirely of bomb blocks, enabling you to quickly make a big bomb and finish the level.
** Later games tinker with the randomizer so as to prevent issues like the same piece spawning again and again, or a crucial piece not dropping:
*** ''VideoGame/TetrisTheGrandMaster'' series The first piece of each game will never be an S, Z, or O, because an S or Z on the first piece forces an overhang, as well as an O followed by an S or Z. The games also heavily bias the randomizer against dealing a piece that has occurred in the last four pieces, so droughts of a single piece (such as the ever-crucial I) are rare. The second and third games also initialize the history to ZSZS, so that an S or Z in the first three pieces is also exceedingly rare.
*** Newer ''Tetris'' games use a "bag" randomizer, which repeats random permutations of the seven tetrominoes, making it far easier to predict what the next pieces will be.
** Some ''Tetris'' games feature what are known as "wall kicks". For a simple example, take the wallkicks from ''VideoGame/TetrisTheGrandMaster'': If you try to rotate a piece, but that rotation is blocked by a wall or a block, the game will attempt to shift the piece one cell to the right and see if it will fit. If that fails, the game will do the same to the left instead. Only if that check fails will the piece fail to rotate. This feature is very, very handy for rotating pieces in tight spaces.
* ''VideoGame/{{Antichamber}}'':
** Stuck on a puzzle? Stuck ''by'' a puzzle? Not sure what to do? Whack the Esc key and go back to the main map. One room you might run into near the "beginning" of the game traps you in a tiny, inescapable box, with only the advice "Sometimes, we make choices that don't lead anywhere at all." and a picture of a person's finger pressing the Escape key.
** In rooms with multiple paths, arrows will materialize on the walls to point you in the directions you haven't taken yet.
** Rooms on the map with enlarged squares indicate there's still paths from that room you haven't found yet, even if (like with [[spoiler:The Butterfly Effect]]) there aren't any other path indicators leading from it.
* ''VideoGame/TheTalosPrinciple'':
** If you get to a point where you cannot reasonably complete a puzzle, some text will pop up on screen saying "hold X to reset", which puts the whole puzzle back to how it was.
** If you take too long on a puzzle, Elohim will tell you to "save this mystery for another day".[[note]]You get achievements both for persistence and heeding Elohim's words[[/note]]
** Lastly, you can use the services of a very limited number of messengers (you can get up to ''three'' in a game of 120+ puzzles), who provide vague clues on how to get through the puzzle.
** A post-launch patch added two more: a special autosave that's never overwritten after getting all the sigils needed for the main story, so you can watch all the endings easily, and a button to make the game go at double speed to cut down on travel time.
* ''VideoGame/ElementalStory'':
** The loading screen converts the normally appearing as JST times for trials, souls collecting stages and battle arena to that of ''the phone's system time'', eliminating the need to manually calculate local time. This does not appear elsewhere, though.
** The heart costs of battling trial monsters is reduced to 0 when players battling them for the first time.
** Players whose internet connection drops during a battle arena match are treated as lost the match, which still gives rewards as opposed to quitting which does not give any rewards at all.
** Players who draw less than 5 effective element pieces in their first turn of battle arena will have the pieces redrawn to level the playing field.
** Life costs for failed regular stages which are accessed first time will be returned to the player until the player cleared it.
* ''VideoGame/PonyIsland'':
** If there is a Hacking portal around the cursor will spit between red and blue and will point towards it.
** A patch added an Act Select to the main menu to make accessing Ticket hotspots easier.
** On the final level, your pony's laser will have infinite power, allowing you to fire at will without having to worry about running out.
* ''VideoGame/TheWitness'':
** The player is entirely incapable of falling off of anything. Then again, they can't jump, either.
** There are two sets of puzzles in the Castle, though only one of them needs to be completed in order to open its beacon.
** Many puzzles require you to stand at the exact right spot to solve them. On some of them, if you stand close enough to the right spot, the game will pull your character to the right spot when you start the puzzle. In some cases, it's to give you a hint to how to solve the puzzle. In one case, it's [[spoiler:to save you from wasting an hour waiting for an object to move to the right spot in case you happen to be off alignment even slightly.]]
* ''VideoGame/TheTuringTest'': You can reset a puzzle that you managed to get stuck on by selecting it from the menu.

[[folder:Racing Games]]
* The rewind feature in ''VideoGame/{{Forza}} Motorsport 3'' takes this trope and runs with it. Are you getting to the end of a long endurance race, only to take a turn wide and crash into a wall? No problem! Just hit the back button, rewind, and take the turn again instead of restarting from scratch. It returns in later ''Forza'' games as an assist that can be [[HardModePerks turned off (before the race) for a larger credit bonus]]
* In ''VideoGame/GranTurismo 2'' and ''3'', if you fail a License Test requirement enough times in a row (and then get a result close to the Bronze time) they'll give you an unlisted prize called "Kiddie Prize" lower than Bronze that would let you technically pass that portion of the test, albeit with a horrendous score.
* The ''VideoGame/MarioKart'' games are quite well known for this. In general, better items are given to those at the back of the pack. First-place characters mostly receive Mushrooms and bananas, whereas 8th place characters mostly receive Stars, Boos, and the dreaded Blue Shells. However, this usually applies to human players much more strongly in order to help them catch up. A human in 8th place will likely receive a game-breaking item each time, but a CPU player probably will not.
* ''VideoGame/{{Carmageddon}}'' games let you Recover at the push of a button (and a small deduction of credits), which puts you back on your wheels at the last place you were "safe". This allows you to instantly recover from a missed jump, being stuck on your roof, or from falling off a ledge - it even kicks in automatically if you drop off the map. Especially useful in the N64 and [=PlayStation=] versions, which have notoriously horrible controls, levels built out of narrow paths and time limits that generally do not let you screw around.
** The Recover ability is disabled on opponents if you're within a certain range, so they cannot just teleport away as you charge in for the kill. Unless you're talking about [[TheComputerIsaCheatingBastard the PlayStation port]]...
* ''VideoGame/TestDrive Overdrive'' lets the players practice their skills on different races before they're ready for the actual races. This only applies to standard races and not DuelBoss races.

[[folder:Rail Shooters]]
* The fourth ''VideoGame/TimeCrisis'' game moves away from hard science fiction by including bioengineered monstrosities as opponents. The termite-like things rush at you in a line and are almost impossible to beat without using a machine gun, and the literal GoddamnBats appear in swarms and can only be handled with a shotgun. Fortunately, your NPC ally will give you his extra ammo if you run out during those fights.
* ''VideoGame/StarFox64'' has Sarumarine, a giant armored submarine boss with tough armor that can only be damaged by bomb for the first two-thirds of the battle. Throughout the rest of the game bombs are scarce, but Sarumarine spits out cannonballs that turn into bombs if shot at.

[[folder:Tabletop Games]]
* In ''MagicTheGathering'', playing lands and producing mana are both defined as Special Actions which operate outside of the normal timing rules so that they are impossible to interact with. This prevents players from disrupting them and slowing down the game.
* In any such game, especially games like TabletopGame/DungeonsAndDragons, resurrection. At lower levels, if your character dies, he's dead and you probably aren't all that attached so you roll up a new character. Once you've worked up to mid levels, you probably don't want your character to stay dead but fortunately by this point you usually have some means to get your character raised.
** ''TabletopGame/{{Pathfinder}}'' added AntiFrustrationFeatures ''to'' Resurrection spells. In ''Dungeons and Dragons 3.5,'' all core resurrection abilities carried a fundamental drawback, causing permanent loss of either levels or stats to the resurrected character, or else costing the caster experience points. There was an exception printed in a splatbook called "Revivify," that a level lower than the lowest level core Resurrection spell. It's only drawbacks were that it cost 1000 gold up front (which was affordable for a 9th level party) and had to be used within 1 round of the character dying. In practice, this led to high level casters ''preferring'' Revivify to the higher level resurrections as it had much smaller strings attached. For Paizo Press' ''TabletopGame/{{Pathfinder}}'' revision of 3.5, the level losses were replaced with negative levels, which are a significant debuff but can be cured relatively easily, meaning that being resurrected is still a pain but no longer puts one party member behind the others.
** Negative Levels were a huge anti-frustration feature. Before third edition, monsters inflicted a permanent removal of one or more levels with an energy drain attack with ''every hit''. A vampire who tagged your character twice would rip four levels away immediately - and items and spells that could stop it were rarer than rare. Given that four levels could amount to months of adventuring, this would set a player back and likely make it so that character was nowhere near as capable as the other Player Characters. Negative levels replace this with a deadly but removable and temporary debuff.
** Speaking of ''TabletopGame/{{Pathfinder}}'', losing XP for casting spells and creating items was removed, as were wonky favored class XP penalties, which were replaced with a simple bonus for sticking to your favored class.
** Before 3rd edition, your chance to survive resurrection was based on your Constitution, and if you failed the roll, you were DeaderThanDead. The party could invest in bringing you back just for one bad roll to ensure you never came back and that their efforts were in vain.
** Being a cleric was often a dull and thankless task in older editions, and you spent many a fight simply running between your allies applying Cure spells one at a time. Pathfinder adds a "Channel Energy" class feature which simply cures everyone within a certain radius (a feat can allow exceptions, so you don't cure enemies), and doesn't waste spell slots.
* In ''TabletopGame/TheDresdenFiles'' official RPG, thaumaturgy can take a long time to set up, and involves a lot of rolls, with one bad roll meaning catastrophic, instant failure. The core rulebook advises that you forgo the rolling entirely if it's either A. a small spell where the failure wouldn't do much; or B. a hugely plot-important spell that's necessary for the plot to move forward. Its general rule is summed up as, "Don't roll unless failure would be just as interesting as success."


[[folder:Real Time Strategy]]
* ''VideoGame/LeagueOfLegends'' reduces the gold an enemy gets for killing you when you are on a death streak so he stops getting even stronger and stomping you even harder.
** Season 4 brought a host of these features for support classes. The support job was to help protect and build up an initially-vulnerable Carry, [[MagikarpPower into a late game powerhouse]] Unfortunately this was done at the expense of the support, leaving them weak and under performing at end-game without the money to buy any interesting tools. Numerous changes were made to increase the fun level of supports. The biggest changes were the adding of items that significantly increased money income for supports, while being worthless to non-supports, and limiting the number of wards a support could carry, while giving limited use free wards to everyone, to encourage spreading out the responsibility of warding to the entire team rather then making the support do it entirely.
** If two or more players disconnect from a Co-Op vs AI game, some AI players will 'go afk' as well and just sit in their base to even the teams back up a bit.
* ''VideoGame/StarcraftII'' has a few cases of this kicking in. Forgot to evacuate your [=SCVs=] on Redstone during a lava surge? Raynor lets 5 new ones airdrop to get things running again. On a more general note, the defeat menu lets you easily restart a mission on a lower difficulty, and the game saves progress automatically quite often.
** The ''[[VideoGame/StarcraftIIHeartOfTheSwarm Heart of the Swarm]]'' singleplayer campaign tweaks the Zerg faction significantly to make it much more player-friendly. Injecting larvae is removed, instead letting them spawn much more quickly and numerously by themselves. HeroMustSurvive is averted except in special cases. Numerous passive powerups make base management less fidgety. While this leaves it pretty far disconnected from the multiplayer faction, [[RuleOfFun it's a lot of fun]].
* In ''[[VideoGame/EmpireAtWar Star Wars: Empire at War]]'' in order to conquer planets that do not have a plot mission on them, you have to take the battle to the surface and destroy every enemy building and enemy unit. To keep the player from spending too much time running around trying to find the last elusive enemy units, after you have destroyed all the buildings, the game will helpfully remove the FogOfWar so you can see where the remaining enemies are.
* In ''VideoGame/ClashOfClans'', if you get disconnected during the middle of a battle, the game will simulate the rest of the battle, giving you whatever loot, trophies and war stars that you would have gained from an attack.

[[folder:Rhythm Games]]
* In the single American version of ''VideoGame/{{Beatmania}} IIDX'', if you are playing on [[strike:Hard]] [[{{Woolseyism}} Challenge]] mode and your LifeMeter falls below 30%, the penalty for [=BADs=] and [=POORs=] will decrease.
** This has been used since 9th Style in the Japanese releases, and applies to Hard, Expert Courses, and [[KyuAndDanRanks Dan'inintei Mode]]. Of course, Konami seems to have used this as an excuse to make the Dan'inintei courses use harder songs.
* ''VideoGame/BeforeTheEcho'' allows the player to switch the game difficulty freely up until after the third floor. Useful for players that overestimate their abilities or pick the hardest difficulty setting, Spasmodic, on a whim and quickly find themselves overwhelmed.
* In the ''VideoGame/{{DJMAX}}'' series, beginning with ''DJMAX Portable Black Square'', if you hit the wrong key for a note, you will still get the full percentage for it, but only get 80% of the points. The inclusion of this has proven very controversial among fans, because now you can full-combo or get 100% on a song without even hitting the right buttons at all.
* Later ''VideoGame/GuitarHero'' and ''VideoGame/RockBand'' games have a "no fail" feature, so you can finish the song no matter how badly you screw it up.
** ''VideoGame/DJHero'', unlike the other "Hero" games, never featured a meter showing the general quality of your performance, making failing a song impossible.
** ''VideoGame/LEGORockBand'', a game meant to be inclusive to young kids, includes a "Super-Easy" mode where not only can you not fail out of a song, you don't even need to finger the correct buttons on the guitar, match vocal pitch, or hit the right drum pads (you only have to strum at the correct time, sing at the correct time, or use the kick pedal at the correct time).
* Many arcade {{Rhythm Game}}s with multiplayer will [[SocializationBonus allow all players in a multiplayer round to be "saved" from a GameOver if they fail as long as at least one player involved clears the song]]. This applies not only to games where all players share the same machine, but also games where multiple cabinets can be linked together as well as games that allow the player to battle with opponents over the Internet; examples include ''VideoGame/{{DanceDanceRevolution}}''[[labelnote:However...]]Some games have Challenge courses that do not offer this form of mercy; if you fail, you will get a Game Over on your side and will not be permitted to play the rest of the chart or subsequent stages even if the other player is still alive.[[/labelnote]] (shared machine), ''VideoGame/{{jubeat}}'' (LAN, online), ''VideoGame/{{maimai}}'' (LAN), amongst many, many other rhythm games.
* A new feature added in the sequel to ''VideoGame/OsuTatakaeOuendan'' was the ability to continue a song once after failing, rather than having to start over from the beginning. However, this can only be done on the easiest difficulty, and not on the [[FinalBoss final song]].
* Newer releases of ''VideoGame/PopNMusic'' and ''VideoGame/PumpItUp'' will always give you a second stage even if you fail your first one[[note]]unless, in ''Pop'n'', you're playing in Cho-Challenge mode[[/note]]. This allows you to utilize the first stage to practice more difficult songs or songs that you are not confident that you will clear.
** This is also true for ''Drummania'', ''Guitar Freaks'' (as of V6, at least, but probably earlier) and IIDX (at least as of Sirius, and again, probably earlier).
** In ''VideoGame/{{DJMAX}} Technika'', you can run out of LifeMeter on the first stage of Pop Mixing and still get a second stage. On the second stage, running out of life won't end the game immediately, but you won't get a third stage. On stage 3, running out of life is an automatic GameOver. The same, however, cannot be said of ''Technika 2''.
** ''VideoGame/{{beatmania}} IIDX'', but only if you play on a Level 6 chart or below on your first stage.
** ''VideoGame/SoundVoltex'' if the song level is 7 or lower.
* If you fail a minigame in ''VideoGame/RhythmHeaven'' enough times, you can talk to the barista, who will let you skip that stage and go on to the next one. Naturally, you can't do this for the final Remix.
* ''VideoGame/ToneSphere'':
** If you play on an iPhone or iPod Touch rather than an iPad, the markers will be made slightly larger relative to the screen.
** The timing windows for slide notes are a little wider than for tap notes.
* ''VideoGame/SoundVoltex III -Gravity Wars-'' features an alternate version of the Excessive Rate gauge, the Alternative Rate gauge. It starts off as an Excessive Rate gauge but switches to an empty Effective Rate gauge instead of failing you out if you hit 0%. You can still fail if you can't get up to at least 70%, but at least you'll play the rest of the song.
* In ''VideoGame/TokyoSeventhSisters'', players are given a free roll every day as to give a small chance to get silver cards, which is stronger than regular bronze cards.
* In ''VideoGame/EightBeatStory'', stamina consumed during virtual lives which freezes the game before they can start are returned to the player.

* ''VideoGame/TheBindingOfIsaac'' has deep pits, but doesnít let you fall into them: they just act like barriers, much like rocks, the difference being that they don't also stop projectiles. Speaking of rocks, you can fill these pits in by [[DevelopersForesight blowing apart adjacent rocks]].
** If you happen to be standing where the trap door to the next level is supposed to spawn at the end of a boss fight, it won't open until you move off of it, preventing you from falling through to the next level and missing whatever items spawned.
** The game actually ''avoids'' one very common anti-frustration feature: Normally when you [[ItemGet grab an item and hold it aloft dramatically]], enemies briefly stop moving and attacking you. Not so in this game! (''[[UpdatedRerelease Rebirth]]'' lets you move while holding an item, though).
* Despite its [[EverythingTryingToKillYou punishing difficulty]], ''VideoGame/DungeonCrawl'' will stop you from executing a staggering amount of foolish actions. The game will stop you from doing certain things that would otherwise outright kill you (walking into deep water, auto-moving while starving), and will ask for confirmation on potentially risky actions (moving adjacent to deep water while confused, stepping into dangerous traps while badly injured). You're still likely to die for a thousand other reasons, but at least the game is rooting for you.
* In ''VideoGame/FTLFasterThanLight'', it is possible for your ship's teleporter to get disabled while the entirety of your crew is on board the enemy ship. Should this happen and your boarding team emerge victorious, your boarding team will take a shuttle back to your ship so as to prevent an {{Unwinnable}} state.
** If you die at the same time as the enemy flagship at the final battle, the game rules it a win (maybe it assumes you did a HeroicSacrifice?)

[[folder:[=Role Playing Games=]]]
* In the ''VideoGame/BatenKaitos'' games, dying to a boss will allow you to modify your decks and start the boss fight over from the beginning, as opposed to kicking you to the title screen like normal deaths do. You'll be thankful for it; bosses in these games are ''hard'' and tend to have long-winded {{Exposition Break}}s before the fight.
** In ''Origins'', the guardian spirit (that is, you, the player) has this power. The guardian spirit can manipulate the draws you get from your deck according to your needs. If you are setting up a combo, the spirit's effect helps you draw magnus to complete that combo. If a party member is at low health, the effect makes drawing healing magnus much more likely. The better the relationship Sagi has with his spirit, the more this effect kicks in.
** Also in ''Origins'', the final dungeon has 4 block puzzles where you must fly through several blocks without running into any wall or otherwise stopping as you go from one safe spot to the next. Failing results in you being sent to the start. Fail too much, and your party will add their power to yours, greatly increasing the amount of time you can fly in the area.
* In ''VideoGame/BloodBorne'' Picking up more items after you've reached the inventory limit sends those items to your storage chest in the Hunter's Dream.
** If you also have blood vials and quicksilver bullets in your storage, after dying (or transporting to the Hunter's Dream), you replenish your on-hand supply of your vials and bullets back in your inventory, just as long as you have such items in your storage.
** If you just lost a huge chunk of health, blood vials will restore more of your life bar.
** All of your equipment now scales to your stats. Attire/armor has a percentage based defense instead of a flat static rating, while attack items like Throwing Knives and Molotov Cocktails now have stat scaling to make them viable throughout the game.
** With the Old Hunters Update, almost every boss now has NPC summons nearby to alleviate playing alone. Prior, only two bosses had NPC helpers, if you knew where to look.
* In the UpdatedRerelease of ''VideoGame/BravelyDefault'' ([[RemadeForTheExport the only version the rest of the world got]]) you have Sleep Points, which allow you to use Bravely Second, which stop time in any battle at any time, even during enemy turns, and perform as much actions as you have Sleep Points. Not only that but using this feature allows you to surpass the damage/healing cap of 9999.
** You can also change the difficulty and encounter rate whenever you want.
** You can speed the game up, if the animations get too repetitive or slow for you. Summon animations are skipped entirely. Another addition to the UpdatedRerelease let's it go up to 4x the speed, which also makes it easier to make the most out of Special Move buffs. You can also pause the animation, making it easier to time Bravely Second, or take a screenshot through miiverse.
** No worries about having to go through a dungeon when you die from a boss again, or having to go all the way back to stock up. Before every single boss is The Adventurer, who is a glorified savepoint, a shop (sells the wares from Norende) and a helpful reminder of what's coming up (either a boss or just more stretch of dungeon, depending on what he says.) He even pops up where it wouldn't make sense, i.e. places that the party would have been the first to get to. The only time this isn't the case is right before the BonusBoss in the BonusDungeon, where it's justified, as [[spoiler:the BonusBoss is ''him''.]] He appears, instead, at the beginning of the dungeon, and another one of these is added for the bossfight: if you die, you don't get a GameOver. You're just exited out of the battle with only 1HP.
* In ''VideoGame/ChildOfLight'', you can run away from any battle in the game, including all the bosses. There is also a way to heal up health and mana for free via wishing plants, but only in Normal mode. The player can also change the difficulty level whenever they want.
* In ''VideoGame/ChronoCross'', you can run away from literally any fight in the game. If you're losing to a boss, you can escape, and while some of them will just [[YouWillNotEvadeMe draw you back into the fight]], it'll at least reset your elements and give you a chance to heal.
* ''VideoGame/ChronoTrigger''
** The first time you head to the prehistoric era, Crono has to beat Ayla in a drinking contest to get [[MacGuffin the Dreamstone to forge the Masamune]]. You win the contest by rapidly pressing a button faster than the [=AI=] can keep up. If you haven't beaten Ayla after four tries, Ayla says she's full and forfeits to Crono so the story can continue.
** Just after getting Frog and going to storm Magus' Castle, Frog will ask if you're using magic (even if you didn't use it in battle), with the game throwing down a none-too-subtle hint that you should bring Frog to Spekkio to have Frog learn his own magic. Since the dungeon ahead requires exploiting elemental weaknesses, and Frog is a required member of your party until you clear it, you're going to need him to know those spells.
** Both times you fight Ozzie, he's a PuzzleBoss. Just attacking him normally does almost no damage, and he hits with a strong counterattack each time. You have to hit a switch behind him to end the battles. If you still haven't figured it out after a while, the switch becomes the only thing you can target.
* ''VideoGame/Conception2ChildrenOfTheSevenStars'' does a lot of little things: Insta-wins against weaker enemies that give full Experience and Money, full team equipment optimization, a full-heal option at the top of the Skills menu, unlimited time, retaining gained Exp. on a game over, etc.
** If you're wondering why several of these relate to the whole party, a full team in ''Conception 2'' is a whopping '''eleven'' individuals, each with their own HP and equipment.
* ''VideoGame/CustomRobo'' lets you give your opponent an HP handicap if you lost to them repeatedly. If that's not enough, losing even more lets you give them even higher handicaps, up to taking away 75% of their health from the get-go.
** In the GCN game this overlaps with EasyModeMockery in the epilogue, as it lowers your score ''twice'' (you get penalties for losing and having to retry ''and'' for using a handicap, and beating the high score in each area unlocks some stuff).
* The original ''VideoGame/DeusEx''. A laser sensor blocking a section of the hallway in an underground tunnel: You could lockpick the hatch to the canal that bypasses it or... oh, hey, is that an EMP grenade in the sewage pipe? An army of military drones patrolling an airport cargo yard: You could just elegantly sneak past them or... oh, hey, is that a multi-shot guided missile launcher on the guard tower table? Long stretches of water: you're guaranteed to find rebreathers nearby. This made some of the more specialized nanopowers pretty useless, since you could always count on the designers to cut you some slack and provide helpful gear--to the point of being patronizing.
* ''VideoGame/DragonAgeOrigins'' has an example in in Orzammar, which is widely seen as one of the toughest sections of the game. Since you will be attacked in the street, even in what would be a safe area in any other of the game's cities, the game autosaves every time you come out a doorway, so on the off chance you get wiped, you won't lose too much progress.
* ''VideoGame/DragonQuestIV'' has an ''Iron Safe'', an item which can be obtained by Torneko during chapter 3. It prevents a regular 50% money loss when being wiped out during battles, but you can't carry it over to latter chapters: the reason it exists is due to the heavy emphasis on getting enough money to finish the chapter.
** ''VideoGame/DragonQuestVIII'' does not have such safe, but unlike other games, all four characters will be revived and completely healed after you've been beaten, making a game over less painful as you don't need to spend more money reviving them.
** Dragon Quest games in general tend to have banks, which take deposits of 1000 GP at a time. If you die, you don't lose any of the gold stored there. A definitely nice feature where deaths normally [[ContinuingIsPainful cost 1/2 of your total GP.]]
* In ''VideoGame/FinalFantasyXII'' you can go after the Elite Mark Yiazmat, who has '''fifty million HP'''. The battle can [[MarathonBoss take hours]]. But don't despair! Unlike every other battle, you can use a nearby Crystal to save your game. In addition, as long as it didn't cast Regen before you left (which would basically reset its health to max - unfortunate if you dropped it so far it TurnsRed), you could grind your heart out elsewhere and it would remain at the same HP it did as when you left. An easier boss Hell Wyrm works in the same way.
** ''VideoGame/FinalFantasyVI'' allows you to retain all EXP earned since your last save (but not stat point increases from Espers) if you are defeated in battle; in all the other ''Franchise/FinalFantasy'' games, you just get kicked back to the title screen. This is actually somewhat necessary in this game to avoid an {{Unwinnable}} situation; some saves are in one-way locations, particularly the save before the Mag Roaders. The characters must hop on an unstoppable cart and kill six random encounters plus a boss in a row, with no way to save in between, and no random encounters to level up on in the save area. Low-level characters could be put in an unwinnable state if not for this situation which allows them to gain EXP on one of the cart enemies, die, then repeat.
** When you're infiltrating the Shinra Headquarters in ''VideoGame/FinalFantasyVII'', you have to try and sneak past several patrols of armed soldiers. If they see you, you're forced into a fight. However, if you botch it four times, you'll have ended up killing all the guards and you can just continue on.
** At one point in ''VideoGame/FinalFantasyVII'', you witness a dramatic sequence of a character who gets KilledOffForReal followed by a boss battle. Fortunately, the game provides you with an accessory soon beforehand that makes your character absorb Water-element attacks, and the boss can only do Water-element attacks, making the fight impossible to lose if you don't want the risk of watching the cutscene over and over to diminishing returns.
** When you're first let onto the OverworldMap in ''VideoGame/FinalFantasyVII'', Barret tells you to head to Kalm, which is where the next leg of the plot happens. If you somehow get completely lost and carry on ignoring it, you'll encounter the Marsh, which requires a Chocobo to pass. In the normal course of events, a Chocobo will run off after you dismount, stranding you on the opposite side of the Marsh by the Mythril Mine; but if you have skipped Kalm, Cloud will tell the Chocobo he feels like he's forgotten something and ask it to wait for him. This means it will still be standing there when your party members prevent you from going through the Mythril Mine, meaning you can hop back on the Chocobo and pass back over the Marsh (and ride it all the way to Kalm if you want).
** The [=PS4=] port of ''VideoGame/FinalFantasyVII'' has a couple of extra features: if you click L3, the game runs at triple speed. This is handy for long animations. L3 + R3 turns off random encounters. This is handy if you just want to get through an area to advance the story, without fighting everything on the way. R3 makes the party's HP, MP and Limit Gauges [[GameBreaker refill at insane speeds.]] This is handy for hard boss fights, especially if you're under-levelled because you keep on turning off random encounters.
** Losing any fight in ''VideoGame/FinalFantasyMysticQuest'' gives you the option to just start the fight over again right then and there. If you were killed in an ambush, it even turns it into a regular encounter for you. Furthermore, every single party member is capable of casting Life, even non-mages Tristam and Reuben.
** For the first time in a Final Fantasy game, ''VideoGame/FinalFantasyXIII'' gave you the option to "Retry" battles from the start if you lost, rather than having to reload to a previous save point. For random encounters, the "Retry" option would put you back on the field just before the encounter, allowing you to either re-engage the enemy or avoid it.
** In ''VideoGame/LightningReturnsFinalFantasyXIII'', the whole game is essentially a TimedMission. Because of this, the game will automatically pause itself if Lightning is idle for long enough (around one in-game hour), to avoid the player wasting too much time if they leave the game for whatever reason and forget to pause it.
*** Also, since enemies in this game don't give EXP, only EP for abilities and items, the random encounters can quickly become an annoyance. However, most enemies (though not all) have a "Last One" form, which appears after a certain number of them is destroyed. Defeating the Last One will result in a message saying all enemies of that type have been defeated, and that enemy will no longer appear as a random encounter. And if you're worried about needing items dropped by enemies, you'll usually have more than enough of them by the time you've fought enough enemies to exterminate them.
* In ''VideoGame/KingdomHeartsII'', normally, a loss is a loss, whether the normal enemies or the bosses take you out. However, in certain boss battles, you're given an option to continue the battle with Mickey Mouse taking over for your party temporarily. He can't actually defeat the boss, though, as he lacks a combo finisher: instead the main purpose is to initiate an ActionCommand to revive Sora at full HP. If Mickey gets defeated, Sora will revive anyway but at partial HP. Mickey can intervene multiple times, even during the same boss battle, but the chances of him showing up decrease each time you die, with the fourth time and beyond having the lowest probability.
* ''VideoGame/KnightsOfTheOldRepublic'' gives you to ability to switch party members almost anywhere, avoiding the need to return to your base.
* In ''VideoGame/LiveALive'', the Mecha chapter has Item Creation, which allows the player to ask a scientist to enhance certain components or equipment into better versions of themselves. However, this scientist has a tendency to mess up at this and the item will not enhance. Contrary to the other chapter that contains Item Creation, though, the scientist screwing up with ''not'' mean the item is lost and it can be retried over and over, until he succeeds. Helpful, as getting certain equipment in that scenario can be [[GuideDangIt difficult]].
* In ''VideoGame/LufiaCurseOfTheSinistrals'', [[NonLethalKO knocked-out]] party members are revived whenever you reach a checkpoint, which means they'll be back on their feet if [[PuzzleReset the Reset device]] is used. Since everyone (but Dekar) has unique abilities that can be required for solving puzzles, this prevents having to leave a dungeon and start over from the very beginning if you've run out of Miracles.
** If you get a GameOver, you can choose to try again with the levels of everyone in your party boosted by five.
* In ''VideoGame/MassEffect3'', there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor [[FetchQuest Fetch Quests]]. If you miss the opportunities to get these items, then they become available to purchase on the Citadel, so they are not {{Permanently Missable|Content}} or UnwinnableByMistake (with the exception of a few secret weapons).
** Related to the above, you have a requisition officer on your ship who can get you the items from any shop you've visited at only 10% higher price. Of course in ''Mass Effect 3'', all the shops are on the Citadel so itís not that hard to visit them all anyway.
* ''VideoGame/MarioAndLuigiDreamTeam'' and ''VideoGame/MarioAndLuigiPaperJam'' give you the option to Retry battles from the beginning if you die, rather than having to reload to a previous save. (This was also used to a lesser extent in the third game, ''VideoGame/MarioAndLuigiBowsersInsideStory'', with the Retry Clocks, though those were limited.)
** It also provides an "assist" during battles, which shows which brother(s) will be targeted by a certain attack, though you can turn this off if you want (and it's not available in the rematches).
** In addition (though [[TheyChangedItNowItSucks somewhat controversially]]) it simplifies stat gain upon leveling up, removing the mechanic of increasing a stat of your choice by a random number - now all stats increase automatically.
* ''VideoGame/OdinSphere'' features one of these for the ''story'', which is not only pretty complex on its own, but features 5 different protagonists who have to be played one at a time, with the chronology constantly jumping back and forth with lots of minor {{Time Skip}}s. The result is a massive JigsawPuzzlePlot that would be a nightmare to figure out how everything fits together, if it wasn't for the fact that the game also has a cutscene theater, with brief synopses for each cutscene, all sorted by character into a comprehensive timeline.
* In ''VideoGame/{{Okamiden}}'', ink doesn't regenerate over time, unlike [[VideoGame/{{Okami}} the previous game]]. Instead, they gave you twice as much ink, an item to restore three full bottles (Spirit Ink, and it restores more at larger sizes), and put things that drop ink restoring pickups everywhere, some of which respawn, as well as making bosses drop said pickups. It's still possible to get into an {{Unwinnable}} situation, so they gave you a redo option on the pause menu, which returns you to a nearby place.
* In ''VideoGame/ResonanceOfFate'', losing a battle gives you the choice of restoring your last save, restarting the battle over for a modest fee, or (where this trope kicks in) restarting the battle with a full Hero Gauge for ten times that fee. Ponying up that amount of money can smart, but when the alternative is running an entire dungeon again and hoping you don't lose as many bezels this time, you'll be happy the option is there.
* ''VideoGame/RivieraThePromisedLand'' allowed you to retry a boss again and again, cutting out some of their HP until they reached 25% of their original life. A family of PaletteSwap Bosses also blow you away if you anger them in the battle... And you can go back and engage them again after walking back to their screen, with the HP you whittled away from them never regenerating, and only your rank and reward suffering.
* Fail a (fairly simple) multiple-lights puzzle enough times in ''VideoGame/ShadowHeartsFromTheNewWorld'', and Johnny will simply kick in the doors it was locking.
* The various ''Franchise/ShinMegamiTensei'' games have as a central mechanic the fact that you can fuse [[{{Mons}} demons/Personas]] together to get new, more powerful demons. However, in ''VideoGame/DevilSurvivor'' and the [[UpdatedReRelease Golden version]] of ''VideoGame/{{Persona 4}}'', you can look up fusion combinations for certain demons instead of [[GuideDangIt working it out with a fusion chart and a guide]]. In both of these games, you can also choose inherited skills instead of leaving it up to the whims of the RandomNumberGod.
** In the GoldenEnding version of the second Kudlak/Kresnik battle, Kaido joins you as an NPC ally. However, you have to let Mari (also an NPC ally) deal the finishing blow to the boss, or he [[CameBackStrong Comes Back Strong]] and kills her in an unavoidable cutscene later. If Kaido would deal the finishing blow, he instead beats him down to 1 HP, making it ''very'' easy for Mari to finish him off.
** ''VideoGame/DevilSurvivor2'' couples this with DevelopersForesight. Unless the player follows Daichi's route, one has to fight against Daichi and Io at one point. And Io has a OneWingedAngel form by channeling Lugh, which she will use partway through the battle, and the only way to unlock Lugh as a potential Fusion, is to defeat Io in this form. Fortunately, if the player or a party member accidentally ends up defeating Io before she channels Lugh, she gets back up and does so, anyway.
** ''VideoGame/{{Persona 3}} Portable'' gave the player selectable difficulty levels, with a second one new to this version: There's still Easy for those familiar with the game who didn't want too much of a hassle, which gave you 10 items that revive your party and restore all your HP and SP upon death, and in addition to that, there's also EasierThanEasy Beginner, which gave you 30 of them.
*** Even without taking difficulty into consideration, ''Portable'' takes a load off the player in many ways, with the biggest two being that the player can now assign direct commands to the party, whereas before (and infamously), the party was strictly A.I-controlled, with the player's choice of tactics often unreliable, and in regards to the party's condition, they'd only get tired after a dungeon run (or if they were K.O'd within the dungeon and not revived on the spot), as opposed to having members get tired in the middle of a run. This basically adds to Tartarus guardian fights being ''much'' easier to deal with (their weaknesses cannot be analyzed) thanks to direct control, and you can do long Tartarus runs from the beginning of the game. Other examples of ease include the Police Station and the Antiques shop (both weapon and item shops) now being open at night, an area skipping menu during school/daytime segments (lifted from ''Persona 4''), and skill cards, which can be replicated for free at Naganaki Shrine. All of these are perhaps why the [[HarderThanHard Maniac]] difficulty was added to this game.
** ''VideoGame/{{Persona 4}}'' added a quick-move option to allow a player to skip between areas on the map, abandoned the [[YouLoseAtZeroTrust reversing Social Links]] on a major level, and allowed a player to assume direct control over party members, all features lacking in the previous game. P4 also abandons the Tired/Sick physical conditions of P3, making it much easier.
** ''VideoGame/{{Persona 4}} [[UpdatedReRelease Golden]]'' adds a whole lot more to the original P4's features, though weirdly it removes the save points originally present outside of each boss chamber in dungeons. (This isn't here to nerf the game significantly, since it's a minor inconvenience at most; a Goho-M item, which is easily buyable, and a bit of walking easily will take you to the last save point.)
*** The ability to "skip through" both animated cutscenes and dialogue sequences, particularly handy when starting a NewGamePlus or facing [[ThatOneBoss Kunino-Sagiri]].
*** On a game over, restarting will allow the player to resume play on the same dungeon floor they died upon, rather than at their last save point.
*** Rather than needing to try and "catch" persona cards during Shuffle Time, which requires a combination of perception, memory and reflexes, all of the useful cards are immediately displayed for the player and the player can then manually select which one they choose. As part of this, Shuffle Time also lost the Blank Cards (nothing, but chance of getting an Arcana Card in either the upright or reverse position) and X-cards (lose all items, experience and cash received from the fight) and regained the Minor Arcana Cards[[note]]EXP-boosting Wand, health & {{mana}}-restoring Cup, Skill Card-granting Sword and money-boosting Coin[[/note]] from ''VideoGame/{{Persona 3}}''.
*** In a NewGamePlus on Golden, you can select ''anytime'' what the difficulty is going to be like. As in going to Settings and manually change how much or little you get EXP, money, how badly you take damage, etc.
*** The aforementioned "fast travel" method now allows a player to immediately skip up or down a level once they have found the stairs in a dungeon, making it easier to get around.
** ''VideoGame/ShinMegamiTenseiIV'' has several features designed to ease new players in:
*** Unlike past games, you can now save anywhere so long as you can open up the Burroughs menu.
*** In the event that you haven't saved in a while and you fall in battle, [[GameOverMan Charon]] can revive you for a fee of either Macca or 3DS Play Coins. If you don't have enough of either, Charon himself has an AFF: He'll revive you anyway, and simply put you on a tab and charge you once you have enough Macca--just don't die again before you do, or it's Game Over as usual.
*** If you die a second time, [[MercyMode the easier difficulty level "Fellow" is unlocked]].
** The 3DS rerelease of ''VideoGame/SoulHackers'' has the Hack menu, which is essentially a set of sanctioned cheats: You can lower the difficulty level ([[InvertedTrope or increase it]]), lift the alignment requirement for recruiting demons, give yourself full Analyze data for every demon, and give yourself full map data for every area.
** In ''VideoGame/{{Persona 5}}'', The guard command is mapped to the same button that's used to back out of menus, so in case you accidentally mash the button too many times, the game asks for confirmation when you select the guard command so that you don't accidentally waste your turn guarding. Also, [[spoiler:Once you reach the final dungeon, you can't go back to the real world. Since the players would have no other way to refill their SP once they run out of items, Lavenza can heal you at the entrance.]]
* In ''VideoGame/TheElderScrollsVSkyrim'' you have a limited inventory--it is loosely based on the amount of stuff your character could feasibly carry, divided into units--so your character starts with a capacity of 300 units, and gold ingots "weigh" one unit, a heavy armor helmet weighs maybe five units, so on and so forth. Every item in the game you can put into your inventory has a weight--including bees, flowers, and ''butterfly wings'' (thus making Skyrim a place where steel ingots and five butterflies weigh the same). There are only four exceptions to the weight rule: Lockpicks, of which you'll burn five or more per high-level lock, easy. Arrows are also weightless, so being a bad shot isn't so painful. Thirdly notes, maps and other single paper objects are weightless as well though books do have weight. And lastly, the game's currency is also weightless. Thank Divines.
** Most quest items also weigh nothing despite having a weight value (particularly helpful as quest items cannot be dropped), although some quest items can lead to problems. If you pick up a common item that's also used in a current quest, you can't drop any of them until the quest item is removed by the game (for example, returning the item to its owner). It is quite possible to end up with 200 heavy Giant Toes in your inventory with no way to get rid of any of them short of using the console and little hint as to how to remove their quest item status.
** Whenever you're hit with an arrow, there's a chance that the arrow will be added to your inventory rather than being destroyed. While this is present in multiple games, weightless arrows is unique to Skyrim. In older games, you could potentially find yourself becoming over-encumbered and unable to move after getting shot by an archer; in Skyrim, getting shot by an archer just leads to you wondering why you're carrying iron arrows now.
* ''VideoGame/SandsOfDestruction'' has a segment called the Cave of Memories, in which you must visit the rooms containing Kyrie's memories of the adventure in reverse order that they happened. This can be problematic, as not every plot point is touched upon (particularly if you had to visit a certain city twice; only one visit is actually counted), and if you had put the game aside for a while, you may wonder NowWhereWasIGoingAgain If you mess up, Kyrie will helpfully remind you what he did before and where you should go next.
* In ''VideoGame/SuperMarioRPG'' all EXP gained before death is retained to cut down on LevelGrinding, but everything else is reverted to their original states since your last save.
* ''VideoGame/SuperRobotWars'' has you retain all exp and money earned on gameovers while bringing you to the intermission screen with a few variations in parts depending on the game. One of which is a possible penality of missing out the SR Point/Battle Mastery for the level, with games without such things, you can retry all you want until you finally beat the level. It's also well-known some players intentionally abuse it to do some LevelGrinding.
** 2nd Original Generations has one level where you can literally max out your money and the level of Fighter Roar by destroying [[https://www.youtube.com/watch?v=LK5LTfFxFd0 Jinrai]] clones. They will respawn as soon as all of them are scrapped.
* ''VideoGame/TalesSeries'':
** ''VideoGame/TalesOfDestiny2'' has a very... [[PlatformHell Specific]] tightrope walking puzzle. If you fail the puzzle, you land in poison that hurts you every few steps. To mitigate the frustration of this puzzle, Nanaly will complete it for you if you fail too many times or are at critically low health. [[SubvertedTrope However,]] when this puzzle appears again in TheVeryDefinitelyFinalDungeon, she will not help you.
** ''VideoGame/TalesOfHearts'' has several "light up all panels in a 4x4 grid by walking on them at the right order" puzzles you need to do in a row. If you take too long to solve any of them, your party members will offer to do them for you. They'll be happy to demonstrate that they're smarter than the protagonist for the first two times, but from the third time onwards, they'll mutter angrily about your incompetence while solving it.
** Similarly, ''VideoGame/TalesOfPhantasia'' has a puzzle that challenges you to hit a series of switches at the same time as your computer controlled ally, who just refuses to walk straight at a consistent pace and keeps stopping, speeding up and slowing down randomly. If you, playing as Cless, fail to hit the switches with Arche enough times, your other two party members will take over, hitting all the switches in record time.
** In ''VideoGame/TalesOfLegendia'', the party comes across many puzzle chambers where they must make use of the Sorcerer's Ring to solve them. Whenever they feel like it, the player can ask a party member to solve it for them. Moses offers similar help in a forest maze dungeon that it's fairly easy to get lost in. Using the help loses you a different title each time for Senel, but the titles are more {{Bragging Rights Reward}}s since they barely increase Senel's stats.
** In ''VideoGame/TalesOfSymphonia'' you have to do an ice puzzle to cross a geyser. If you mess up, the character with the highest affection will save Lloyd, and then Kratos will do the puzzle for you.
** ''VideoGame/TalesOfTheAbyss'' featured a short segment where you must sneak through a forest without being spotted by enemy guards. If you're spotted, you fight a random encounter, but get sent back to the beginning of the area. Getting spotted enough times will have the game give you the option of forgoing the stealth and just wiping the guards out.
*** There is also the short "re-draw the fonic glyph" minigame, where Tear will do it for you if you fail. Unlike the above example, however, you rob yourself of HundredPercentCompletion this way (at least unless you do it right [[NewGamePlus the next time]]).
*** Prior to obtaining the airship, there are instances wherein the characters announce that they have to go to an area that is a long walk away (Both in-universe and to the player, as there is no fast-travel at that point). The game will give you the option to go directly to that area and skip the walk, or if you wish to work on sidequests, you can say "no".
** ''VideoGame/TalesOfXillia'' does its best to avert NowWhereWasIGoingAgain by giving you a map system with fast travel. It also shows what the player's current objective is with the push of a button, which often includes the name of the location they need to go to next.
** ''VideoGame/TalesOfXillia2'' has a BonusDungeon that only characters with the maximum {{Relationship Value|s}} may enter with Ludger. This can be difficult to achieve, if the player did not pick the right answers during certain events or grinded for Friendship Potions. So, the game gives you the Bond Of Shadows, an accessory that can be equipped on any party member that lets them into the dungeon, regardless of affection rating. It also has the previous game's feature of pushing a button to tell the player their next objective.
** ''VideoGame/TalesOfZestiria'' has this in the form of a WarpWhistle. The game areas in the overworld are, simply put, quite large and spread-out. For a small fee of Gald, you may fast-travel to save points you have already been to.
* In ''VideoGame/TaskMaker'', you can invoke a hidden spell to toggle certain options, such as the stepping sound your player makes when moving, the "ooph" sound for running into a wall, and the appearance of random monsters. You can also toggle whether or not the game automatically saves whenever you enter or exit a dungeon or town, which can be helpful for a quick revert if you die. ''VideoGame/TheTombOfTheTaskMaker'' makes those options more easily accessible, and adds a further feature in that you can buy hint scrolls to help you if you're stuck on any task in the game's FetchQuest.
* ''VideoGame/{{Undertale}}''
** In general, the game will skip certain cutscenes you've seen before. For instance, you can skip Mettaton's opera scene if you've seen it at least once (Mettaton will note that you look bored and ask if you want to skip ahead). If you die while facing some bosses, the game will let you skip the first part of the boss battle in favor of going straight to the meat of the fight when you retry. This applies across all future playthroughs, too, so you don't have to see the cutscene if you already know what's coming.
** On a No Mercy run, a save point will appear right before the room where you encounter Undyne the Undying, which does not appear in any other kind of playthrough. [[ThatOneBoss You're probably going to need it]].
*** The introduction sequence of Undyne the Undying is extremely long, but if you lose to her and reload, it thankfully becomes much shorter (unless you quit the game, then do it again, in which case you'll get the full cutscene again the first time around).
*** On a non-NM run, an NPC will give you a cellphone upgrade that allows you to access your Dimensional Box at any time instead of at set points throughout the underground, ''and'' give you access to a second Dimensional Box. You won't get the upgrades on No Mercy, ''however'' the Dimensional Box will appear at a few extra points in the late game to compensate.
** Temmie will give you the option to buy "Temmie Armor" if you pay for her college degree. The armor is prohibitively expensive, and Temmie openly admits it's a GameBreaker. However, the price of the Temmie Armor will drop every time you die, so if you need it as a last resort, it's there.
** The fight against [[spoiler: Photoshop Flowey]] is brutally difficult at first, but there's several segments that serve as checkpoints once you clear them so that you can start from there if you die. Dying to the boss in the first stage has him taunting you before forcing the game to close itself, but the taunting is completely omitted if you die after one of the checkpoints and the game just shuts down right away.
** If you lose to Papyrus, you survive with 1 HP and he locks you in his garage, which is [[CardboardPrison easily escaped]]. If you fail to him three times, he gives you the option to skip the fight.
** The "don't step on the leaves" puzzle in the Ruins will eventually turn the entire floor solid if you fall too many times.
** If Papyrus's snow puzzle is too hard for you, you can talk to him repeatedly and he'll eventually reveal that you can just press a switch on a nearby tree to solve it. Interestingly, pressing the switch before talking to him and then stepping on the switch that marks the puzzle as "finished" will cause him to react as if you had solved it properly.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The Major Update increased the rate of [[RandomlyDrops random item drops]], as well as making it possible to disable RandomEncounters from the very beginning. One wonders how many players RageQuit during the first forest, without these features. Additionally, from the very beginning, there have been ways to easily regenerate MP, without the need for a SavePoint or HealingSpring.
* ''Videogame/VagrantStory'' has some rather fiendish {{Block Puzzle}}s in the late-game areas and the BonusDungeon. Fortunately, the game includes an item called Faerie Wing which, when used, boosts Ashley's running speed and jump height, allowing some of the puzzles to be made easier or bypassed entirely.
* ''VideoGame/TheWorldEndsWithYou'' has difficulty levels that unlock as the game progresses, and that you can switch between whenever you're out of battle. Great for if you're just trying to beat the game, but switching between different difficulty levels is also necessary to get some of those {{Rare Random Drop}}s. Additionally, if you get a GameOver, you have the option to retry on Easy so you can complete the battles easily without the punishment of escaping (which results in a drop in Sync Rate if done consecutively) or going back to the title screen (which erases any unsaved progress).
* ''VideoGame/XenobladeChronicles'' is known for two things: Having a ''load'' of sidequests (that often require you to collect items that spawn randomly across the world or backtrack to areas to find them), and having a ''large'' world map. Naturally, you receive quite a bit of AntiFrustrationFeatures:
** Some quests don't actually require you to speak to the questgiver again, and you are given an instant reward of experience right there for fulfilling the objectives. For the quests that ''do'' require you to seek down the questgiver again, at the very least it makes sense in-universe as to why you should go back to them, but in addtion...
** The game has a [[WarpWhistle Fast travel]] mechanic that has ''zero'' cost to the player, allowing you to visit landmarks you have already been to. Fortunately, most questgivers are very close to those landmarks.
** Some items are {{Permanently Missable|Content}}. So you need some items to rebuild Colony 6 that only spawn in areas of [[spoiler: The Mechonis]]? Not a problem! They can also spawn around Colony 6 or obtained other ways.
** In addition, some enemies or collectables only spawn at certain times of day - the game lets you change the time. Unfortunately, some also only spawn during certain weather conditions, which you can't control.

[[folder:Shoot 'Em Ups]]
* ''VideoGame/BubbleTanks'' had LevelDrain as a mechanic- when you killed enemies, you collected their bubbles as experience points. However, if you took any form of damage, you would ''lose'' experience points depending on how strong the attack was. Thankfully, if you get hit one too many times in an area, the next unexplored area will usually contain harmless [[PinataEnemy Pinata Enemies]] who cannot attack and tend to drop a lot of experience bubbles.
* ''VideoGame/RadiantSilvergun'' lets you keep your weapon upgrades when you die or continue. Saturn mode in the UsefulNotes/SegaSaturn version will even keep your old weapon upgrades when you start a new game.
* In ''VideoGame/StarFox64'', the boss of the planet Zoness can only be beaten with Nova Bombs. Ran out of bombs on your flight through the level? No problem - the missiles the boss shoots at you each produce a bomb when shot.
** Likewise, in ''VideoGame/StarFoxAssault'', the boss on Filchina can only be destroyed by shooting a bomb into it. The tons of enemies it spits out drop bombs more often than not.
* The Scarlet and Netherworld teams in VideoGame/{{Touhou}}'s ''Imperishable Night'' have special abilities that help prevent wasted bombs: Scarlet drops an extra bomb item if you die while still holding one or more, and Netherworld gives you an extra bomb if you finish the stage with fewer than the starting three. Normally, bombs held at death are just lost.
** ''Undefined Fantastic Object'' and ''Ten Desires'' from the same series do something similar for all characters: if you die with more than the starting two bombs, you keep the extras (including pieces).
* If you lose your last life in ''VideoGame/JudgementSilversword'' while a OneUp is on the screen, the 1-up ''turns into your next life.''
* BulletHell games by Creator/{{CAVE}} will intentionally slow down if there are a lot of bullets on the screen, to allow the player to more easily navigate patterns; this carries over to their ports, even on platforms that can take way more punishment than the original arcade hardware, such as the UsefulNotes/{{Xbox 360}}. As a result, it can come off as a shock when a game ''doesn't'' feature it; the North American Xbox 360 release of ''VideoGame/{{Deathsmiles}}'' initially had watered-down slowdown compared to its Japanese-release counterpart until a patch put the original slowdown back in, and the Windows port of ''[[VideoGame/DonPachi DoDonPachi]] [=DaiFukkatsu=]'' has ''no slowdown at all'' in its Arrange A mode.

[[folder:Simulation Games]]
* Several examples in the ''VideoGame/AnimalCrossing'' series:
** In the original game, in order to change the tool you're using, you have to open up the inventory screen and manually unequip and re-equip your equipment. Later games allow you to quickly switch between tools by using the D-Pad.
** Also in the original game, watering all of your flowers can be difficult if you have a lot and can easily lose track of which you've already watered; the later games have flowers sparkle after they've been watered.
** Again in the original game, fruit isn't stackable. Since you can harvest a ''lot'' of fruit at once, this means that you'll be making a lot of trips to and from the shop. Later games allow you to have up to 9 pieces of fruit in one slot.
** Three of the four town ordinances in ''New Leaf'' are anti-frustration features, allowing the player to slightly modify the game in order to make it more convenient for them (note that you can only have one ordinance in effect at a time, to prevent the game from becoming [[GameBreaker completely broken]]):
*** The "Keep Your Town Beautiful" ordinance makes your town "decay" more slowly when it's not being played (flowers don't wilt, weeds appear less often, no cockroaches, etc.), lessening the pressure to PlayEveryDay.
*** The "Early Bird" ordinance has stores open and villagers wake up earlier (e.g., Re-Tail opens at 6 AM instead of 9 AM) for players who can only play or who prefer to play early in the morning.
*** The "Night Owl" ordinance has stores close and villagers go to bed later (e.g., Re-Tail closes at 2 AM instead of 11 PM) for players who can only play or who prefer to play late at night.
*** The "Bell Boom" ordinance is the only one which doesn't fall into this category; it increases buying and selling prices by 20%, allowing a player to make more Bells more quickly.
* In ''VideoGame/CrimsonSkies'', if you fail a mission repeatedly, you get the option to skip it.
* In ''VideoGame/HarvestMoonANewBeginning'' the player unlocks the Multiplayer/Wi-Fi feature of the game. This allows the player to trade items and interact with other players' animals while there. This is not only a great (and fast) way to obtain animal produce from animals you have not unlocked yet, but also a way to obtain items that you won't unlock until much later in the game, like the infamously necessary Yam Seeds.
* In the browser-based nation sim ''VideoGame/PoliticsAndWar'', if you lose a war against another player, the game would puts you in "beige mode". In beige your nation can't be attacked by other nation, but you will receive some income penalty.
* In the original ''VideoGame/TheSims'', advancing up one's career ladder requires your Sim to have a certain number of friends. For example, reaching the level ten job in the politics career track, Mayor of Sim City, requires a whopping seventeen friends. This is made even more difficult by the fact that relationships degrade by a few points every day regardless of what you do, and once the relationship score falls below a certain threshold, the friendship ends and must be restored. It's very difficult for a working Sim to have enough time to form and maintain so many friendships. However, the friends requirement is actually ''household'' friends, not personal friends, meaning that the friends of all the people in the working sim's household count toward his friend total. A classic strategy is to have one Sim work and a second to do all the socializing.
** In ''VideoGame/TheSims3'', fulfilling your Sim's daily wishes earns you Lifetime Happiness points which can basically be used to buy anti-frustration features. You can make it so that your friendships decrease much more slowly over time, or various other needs of your Sim do not decline or decline much more slowly, among numerous other perks. Essentially, you are rewarded for keeping your Sim happy by making it easier to keep them happy in the future.
** [=NRaaS=] Industries is a mod group for ''VideoGame/TheSims3'' that specializes in this trope, ironing out mechanicss and streamlining the game's coding in order for the player to have a more enjoyable experience. Some examples include preventing Sims from re-reading the same book, allowing groups to enter movie theaters (when only individuals can enter at a time in the vanilla game), and preserving wishes so they can never disappear before they're fulfilled/erased.
* During one mission in the first ''Videogame/TraumaCenter'' that requires you to work on ''five'' Kyriaki patients, if you've got at least three of them done and run out of time, the backup team takes over and you move on... so long as the patient who you were working on when time expired survives. If that patient dies, you don't get this relief and [[HaveANiceDeath the Medical Board will be notified]].
** Also when you to work on a Pempti patient, you're given a special laser that is justified as being higher powered than normal. Gameplay-wise, this means the laser never breaks or needs to cool down, you can fire it for as long as you like. Given how much you need to use the laser on Pempti, this definitely qualifies.
* ''Disney Magic Kingdoms'' offers daily rewards for playing, including a character and attraction for 30 days. Luckily, missing a day doesn't completely reset the rewards counter, just missing out on the reward for that day (in this case, a day of Magic).
* In ''VideoGame/WingCommanderIVThePriceOfFreedom'', the map that you could pull up to navigate around your home ship also has markers to indicate where a conversation can be had with another character, after players complained that in ''[[VideoGame/WingCommanderTheKilrathiSaga Wing Commander III]]'' some plot conversations were missed because the player had no indication that they even existed, if they didn't have [[GuideDangIt a guide book or website to point them out]].

[[folder:Sports Games]]
* ''VideoGame/PunchOut'' for Wii features an interesting rule: if Little Mac loses 100 matches, he is allowed to fight with protective headgear. [[spoiler: Unfortunately, this rule applies to ''all'' boxers--and after KO'ing the 1-99 Glass Joe for your first fight, he's your first opponent when you're defending your title, and he's got the same headgear.]]
* In ''[[VideoGame/MarioTennis Mario Tennis Ultra Smash]]'' you can use Coins you earn after playing Matches to Unlock Star Stats, Characters, Courts, Harder COM Difficulty & Amiibo Training Mode if you find any of the Achievements to earn them hard.

[[folder:Stealth Games]]
* In ''VideoGame/YandereSimulator'', clubs provide functions that make an aspect of the game easier whilst your a member. This is balanced out by the fact that you can only join one club at a time, and you cannot rejoin a club if you leave for any reason, voluntarily or otherwise.
** The Martial Arts Club gives Yandere-chan an advantage in physical confrontations.
** The Cooking Club lets Yandere-chan bake treats for her classmates, letting her easily build up her reputation. She can also wield a knife without drawing suspicion.
** The Drama Club has gloves and masks. Gloves can be used to keep your fingerprints off of murder weapons (particularly useful for framing classmates) and masks let you commit murder without anyone realizing it's you and thus losing reputation (but only one time: masks will be banned from school thereafter).
** The Occult Club decreases Yandere-chan's rate of SanitySlippage when committing murder. Students also take longer to notice if she's acting suspicious, since they assume everyone in the club is weird.
** The Light Music Club has a cello case which Yandere-chan can use to carry larger weapons or dismembered corpses.
** The Photography Club lets Yandere-chan take pictures of classmates without being viewed with suspicion. She can also act like a mole within the club if they go sleuthing when [[DynamicDifficulty School Atmosphere]] drops low, since they would never suspect one of their own.
** The Art Club lets Yandere-chan walk around covered in blood without drawing suspicion as long as she wears a smock, pretending she's only covered in red paint.
** The Science Club has a homemade roomba robot that can help in cleaning up puddles of blood.
** The Sports Club increases Yandere-chan's movement speed and lets her carry a bat without attracting suspicion.
** The Gardening Club has access to a shovel that can be used as a weapon.
** The Gaming Club lets Yandere-chan boost a single stat for the day. The stat boost depends on the game she plays; fighting games make her better able to win fights, racing games let her run faster, and horror games decrease SanitySlippage, to name a few examples.

[[folder:Survival Horror]]
* In ''VideoGame/ColdFear'', saving takes the form of scripted checkpoints that occur right before a DifficultySpike or ThatOneLevel. Chances are that if the player gets a Game Over, it's never too far away from the last save.
** Tom gets half of his health back before the FinalBoss so that the arduous fight is not rendered {{Unwinnable}} by arriving with low health.
* ''Franchise/DeadSpace'': When your health meter is glowing red, killing the necromorph that's trying to pull your face off will usually cause it to drop a health pickup (although whether or not you survive that long, especially if it brought friends, is another matter).
* In boss battles of ''VideoGame/EternalDarkness'', the DutchAngle is the only [[InterfaceScrew sanity effect]] that will trigger. Everything else, which would very likely interrupt your chances of survival, won't start triggering again unitl the boss has been defeated.
* ''Franchise/FatalFrame'':
** In the second game, the InfiniteFlashlight [[ElectromagneticGhosts fails when you enter the]] [[spoiler:[[ElectromagneticGhosts Kurosawa]]]] [[ElectromagneticGhosts house]], to indicate that the place is by far the most warped by TheCorruption that overtook the village. It also happens to be far and wide the most well-lit location in the game.
** In the fifth game, the second time the player meets [[BigBad Ouse]], [[HopelessBossFight only escape is an option]] [[LampshadeHanging (the game outright tells the player such)]]. It's also an EscortMission to boot, and the NPC you're escorting can't be controlled. Thankfully, said NPC is invincible, runs straight for the designated goal point at once, and, to top it off, runs faster than the character the player is controlling, so all the player needs to worry about is getting the player character to safety.
* ''VideoGame/FiveNightsAtFreddys2'': During most of the Phone Guy's call on the first night, the music box won't wind down at all until after he's explained its significance in order to keep unsuspecting players from getting jumped by the Marionette before they know why.
** The game also gives you unlimited electricity in order to alleviate the game's [[SequelDifficultySpike cranked-up difficulty.]] You'll still have to worry about the flashlight, but if it runs out of battery juice, it doesn't translate to [[YouAreAlreadyDead sudden death]] like in the first game.
* It's impossible to lose on the first night of ''VideoGame/FiveNightsAtFreddys3'', which was done as a way to show players that not every jump scare causes an instant game over anymore.
* ''VideoGame/FiveNightsAtVault5'':
** The game autosaves every in-game hour. In addition, the game will wait with autosaving if you are currently in immediate danger.
** The doors are modified to allow you to close them also by aiming at the empty space, not just the tangible bits (something that can't be done with any other doors in ''VideoGame/FalloutNewVegas'').
** Your radiation is always cleared at the start and at the end of the night.
* ''VideoGame/ResidentEvil'' required you to pick up a Signal Flare and carry it all of about ten steps to use it, to signal the rescue chopper but also trigger the final battle to begin. Of course, in order to deliver the finishing blow Brad throws you a rocket launcher. Isn't it a good thing that Signal Flare forced you to have at least ''one'' empty item slot in a game where you can't discard items?
* ''VideoGame/ResidentEvil2'' has Sherry Birkin, a 12 year old girl that has only a [[HealingPotion First-Aid Spray]] and nothing else to defend herself with against zombies and zombified dogs. On the plus side, Sherry has the most health out of all the playable characters to compensate for her lack of weaponry and slow running speed.
* In VideoGame/ResidentEvil3Nemesis, the second mandatory [[ImplacableMan Nemesis]] battle pits you against him as Carlos, who only has an assault rifle and handgun (neither are even decent weapons against Nemesis). Of course, since you're not his target and he wants Jill (Who's in the next room), he tends to try and get to the door giving you free shots at him until he turns and attacks you for a bit, making the battle more easy. Carlos also has considerably higher stamina than Jill.
* ''VideoGame/ResidentEvil4'' features different difficulty levels, and the game will change this difficulty depending on how well you're doing. If you consistently die in the same area, the game will get easier until you pass it. Conversely, doing well in these areas without much trouble makes the game harder. It's designed so you'll eventually find a difficulty that's not too easy, and not too hard. Of course, SpeedRunners have learned to "game" this system, that is intentionally doing badly during the easy parts so they can rush through the difficult parts faster.
* ''VideoGame/ResidentEvil5'' has QuickTimeEvents become easier if you fail them. For example, a button mashing sequence can turn into a simple one time button press.
* If you messed up a QuickTimeEvent enough times in ''VideoGame/ResidentEvil6'' by pressing the wrong buttons, it will silently accept the wrong button press so long as it's pressed in time. Easy mode ''always'' does this for you.
* In ''VideoGame/SilentHill1'', if you run out of bullets at most times, you're in trouble, but if you run out of bullets in the last boss fight (or simply enter with none in the first place) the boss keels over dead straight away.
** Ditto for ''VideoGame/SilentHill2''. Upon entering the boss without any ammo, the game then becomes a timed battle, with the boss dropping dead upon the timer running out.
* ''VideoGame/SilentHillShatteredMemories'' addresses the biggest complaint fans had about the lack of combat by letting the player take on puzzles without interruption from Raw Shocks, as they never appear in rooms where a puzzle has to be solved.
* Several recent titles such as ''VideoGame/AlienIsolation'' and ''VideoGame/TheEvilWithin'' offer the ability to decrease the difficulty level mid-campaign. So if you're feeling overconfident and take a harder difficulty on your first playthrough only to get the floor wiped with your mangled corpse over and over, you can drop the difficulty down to normal for the rest of the game (you cannot, however, raise the difficulty midway through.).

[[folder:Third Person Shooters]]
* In ''VideoGame/GearsOfWar 2'', there are parts where you have to use your Lancer's chainsaw bayonet to cut through obstacles blocking your path. No worries if you drop your Lancer to pick up another gun, though, as there is always a Lancer on the ground somewhere near the obstacle; though these Lancers are always nearly depleted of ammo so as to not provide players that DID keep the Lancer with an unfair ammo advantage, and to [[PlayerNudge help players realise that you don't shoot the obstacle.]]
** Also found in the first ''GearsOfWar'' game, where any time you absolutely need a [[KillSat Hammer of Dawn]] to progress, one will be found somewhere nearby. This is made even more obvious by the fact that ''two'' will be found ''side by side''. This is even more required to avoid headaches than the obstacles in the sequel. The Lancer actually has some motivation for you to keep it, but the Hammer of Dawn is a worthless piece of trash when you're out a boss fight that needed it, since the satellites always seemed to be out of alignment shortly after completion (or you had to go indoors).
** On the other hand, when you ''do'' get the chance to use the Hammer on ordinary Mooks (for example, when a Seeder is protected by a Mook Rush) ''[[DeathFromAbove it is awesome]]''.
* In ''VideoGame/KidIcarusUprising'', if you die in a level, hearts put into the fiend's cauldron will spill out, lowering the difficulty by a single level. However, this also means that the items you find or have found in treasure boxes get weaker and less useful. It also means that if you want to beat a stage on the highest difficulty, you have to do so without dying.
* The final scene of ''VideoGame/MaxPayne'' is unwinnable without a GrenadeLauncher (or any other explosive) and a sniper rifle. And ''just in case'' you run out of ammo, the final group of {{Mooks}} has two guys who wield just those two weapons. You'd wonder what use are they in THAT situation...
** In the third game, in some cases your health will reset to full if you die and need to go back to a checkpoint, even if you were on the verge of death when you trigger it. Keep dying and you'll get additional painkillers and ammo, just in case ammo shortages are the problem. Also, for '''most''' of the Achievements/Trophies where you have to kill a certain number of people during a scripted BulletTime sequence, there will be a checkpoint immediately beforehand, allowing you to retry immediately rather than slog through part of the level first. Said sequences will also give you BottomlessMagazines with no need to reload, but rate of fire remains the same so you're out of luck if you only have a slow-firing handgun.
*** Also during the third game, Last Man Standing ignores body armor or ammo straps. You can shoot at an enemy anywhere to get back up, as opposed to needing a [[BoomHeadshot headshot]] as Max is falling.
* In the tanker chapter of ''VideoGame/MetalGearSolid2'', if you have 4 out of the 5 photos Otacon needs, but the timer is nearly expired, Otacon tells you to forget about the last photo and get out.
** Also, on some difficulties, [[spoiler:Snake will offer to shoot down the drones that are attacking Emma while she makes her way across the water, as long as you have them in your rifle sights.]]
** There's also an anti-frustration feature built into the guards' AI. When an enemy spots you they will run off to take cover and call for backup, at which point Alert Mode is activated and reinforcements arrive. Running into a loading screen (like transitioning between maps) before the enemy finishes his call to HQ resets the map as if nothing happened. Since the game grades your sneakiness on the number of times you enter alert mode, and not the number of times you are caught, some speed-runners use this as a shortcut. However, getting caught by a CYPHER or surveillance camera would instantly activate Alert Mode.
*** Unfortunately, ''VideoGame/MetalGearSolid3'' changed it; enemies will instantly go into Alert Mode if they spot you and delaying the call to HQ only affects when backup will arrive.
** Throughout the entire series, starting from the first ''[[VideoGame/MetalGear1 Metal Gear]]'', you can always get unlimited ammo by getting said ammo, leaving that part of the map and go back in for more. You never really run out of ammo unless you decide to just keep going.
** Reflex Mode in ''[[VideoGame/MetalGearSolidVThePhantomPain Ground Zeroes]]'' was designed as this, granting Snake BulletTime when noticed by an enemy guard so the player can take out the guard before he triggers Combat Phase. This doesn't work against anything that sees you running around in plain sight, however.[[note]]An enemy with a white "!" notices Snake while he's sneaking, and Reflex Mode can be used. An enemy with a red "!" sees Snake while he's in plain sight and plays the [[ScareChord proper sound]].[[/note]] This can be also be turned off for extra points.
*** When aiming, Snake will track an enemy in his sights if it's within 30~ meters. This can also be turned off, but there's no bonus for doing so.
* The ''Franchise/RatchetAndClank'' series lets you retain all the experience for your weapons and maximum HP if you die. Plus, you've got an infinite number of lives, so dogged persistence will eventually get you through any part of the game.
** Two skill points in ''VideoGame/RatchetAndClankGoingCommando'' require playing levels under [[SelfImposedChallenge strict conditions]]. "Old Skool" requires defeating the enemies in the Testing Facility using only weapons from the first game[[note]][[OvershadowedByAwesome Compared to the new weapons]], the returning weapons are much weaker[[/note]] while "Wrench Ninja II" requires completing the trek to the Megacorp Games on Joba using only the wrench. Luckily the challenges are much easier than you'd think - by finishing the levels normally then returning to the planet at a later time the number of enemies in these locations are heavily reduced.
** ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'' features puzzles that make you use several recordings of Clank to stand on multiple switches to open the door to the next section. If you fail enough times, the game will give you the option to skip the puzzle, but you won't get any bolts.
** In ''[[VideoGame/RatchetAndClankIntoTheNexus Into the Nexus]]'' and ''VideoGame/RatchetAndClank2016'', if you have a low jetpack fuel level (blinking red, beeping), staying on the ground for a few seconds will cause you to generate a little bit of fuel so you can get to a refueling station and get a full tank.
* Whenever a situation arises in ''VideoGame/SniperEliteV2'' that requires a lot of bullets to solve, you will always have nearby a box with a full refill for your sniper rifle, just in case you've managed to run out to get to that point.
* In the first ''VideoGame/SplinterCell'' game, the final step of the final level requires you to snipe the BigBad with a head shot. Fortunately, there is a magazine of rifle ammunition conveniently placed on the railing of the balcony from where you need to take that sniper shot, and his may be the only body the player doesn't have to worry about hiding.
** In ''Conviction'' Sam has infinite pistol magazines, and picked-up weapons "magically" gain any upgrades that the player's already bought for them.
** While Sam may only have one Mark and Execute token (granted by performing a melee takedown) at any given time, in several areas with multiple enemies there's often a lone enemy guard in the vicinity or earlier in the level whose position is relatively isolated, allowing for a stealthy takedown before having to deal with those remaining guards. For example, the second level practically frontloads them: a guard in the nearest corner of a low wall surrounding the mansion may be taken down from above without the two guards at the front door noticing, while soon afterward a guard looking out of an open window can be [[DisneyVillainDeath dragged out to his death]] without the guards in the adjoining rooms overhearing the kill... and quietly opening the door nearest to the middle of the room reveals ''another'' lone guard leaning over a railing with his back to the door, who can be taken down quietly without any of the guards downstairs or in the adjoining rooms noticing.
*** Finally, the Persistent Elite Challenges do not have a difficulty requirement, so for example there's no in-game penalty for attempting a "no detection" run or a "no firearms use" run on the lowest difficulty setting instead of a higher one, and there are only two co-op challenges but while other challenges are mode-agnostic.
*** At the very end of the single-player story, if you actually want to hear the BigBad give a MotiveRant, he'll walk into melee range least three times and strongly hint on the third one that he's about to wrap it up and execute Sam if you don't take that last chance.
* In ''VideoGame/{{Warframe}}'', if you fall into a {{Bottomless Pit|s}}, you will be automatically brought back up with no penalty[[note]]aside from losing any buffs or abilities you had active on your frame when you fell, such as Rhino's Iron Skin[[/note]].
* In ''VideoGame/Warhammer40000SpaceMarine'', when your game autosaves it doesn't save your health. If you die with a sliver of health left after the autosave, you revive with full health.
* The final boss in ''VideoGame/TheWarriors'' can only be defeated by throwing a knife at him after you get his health down a certain amount. If you managed to fudge it up, the boss will send mooks after you with knives.
* ''VideoGame/{{Uncharted}}'' makes liberal use of checkpoints, especially in platforming sequences and gunfights. Typically if you do a "milestone" of sorts, the game will mark it as a checkpoint. Unfortunately, gunfights are likely to kill you more often than the platforming sequences. Also, during the segments where you have to shoot while hanging from something, if you run out of ammo, the game will give you enough for another clip. This way, you're never helpless.
** The second game, ''[[VideoGame/Uncharted2AmongThieves Among Thieves]]'' played this rather oddly at times. Sometimes it was inverted (arbitrarily losing your gun after a chapter transition, despite having no reason for your character to do so), sometimes it was accidental (skipping ahead to another checkpoint after death even if you hadn't quite reached it) and sometimes it was unnecessarily played straight ([[spoiler:like in the part where you have to fend off the first Yeti/Guardian and your gun has unlimited ammo for no apparent reason]]).
** For HundredPercentCompletion the player has to collect a hundred treasures throughout the games. Keeping track of them all is quite difficult so the games helpfully tell you how many there are in the chapter select.
* ''VideoGame/{{Splatoon}}'' has a subtle version of this in matchmaking. According to WordOfGod, the servers try to match players who like to paint more together, and players who like to kill more together, allowing players who are focused more on painting up the level some degree of relief from those who are just out for a good K/D ratio.

[[folder: Turn-based Strategy]]
* The seishin search menu, first added in ''VideoGame/SuperRobotWarsGaiden'', lets you select multiple pilots with the same seishin and activate them all at once in ''VideoGame/ShinSuperRobotWars''. This is a big improvement over past SRW games where you could only activate one seishin at a time.
* In ''VideoGame/FireEmblemFates'' the [[spoiler: second generation]] characters's levels scale with the cast's relative progress in the story. If the player waits long enough (read: recuits them after Chapter 17 of either route), they will actually join with a promotion item that boosts them to a promoted class and level fitting the progress in the story ''and'' probably with enough levels to put the item to use without any risk of having them underleveled, allowing them to be used ''immediately''.
** Additionally, if a player loses a unit in Classic mode and accidentally saves, they can opt to swap permanently to Casual mode and will instantly get that unit back (and everyone else lost in that save file for that matter).
* The remake of ''VideoGame/FireEmblemGaiden'', ''VideoGame/FireEmblemEchoesShadowsOfValentia'', also has some of these:
** Support levels can be gained if 2 units that can support are 1-2 squares away from each other, as opposed to strictly 1 range (as well as Pair Up range in Awakening and Fates).
** Mila's Turnwheel allows the player to undo their actions in battles.

[[folder:Virtual Reality]]
* In {{VideoGame/Job Simulator}}, if you accidentally throw or drop a task-critical item outside of the play area, it will teleport itself back into the play area automatically, preventing you from having to restart.

[[folder:Visual Novel]]
* ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' has your partner give advice if you keep screwing up a cross examination and they may even flat out tell you which part of the testimony is false, but you still have to use your own brain to figure out what piece of evidence contradicts the testimony. If you happen to lose a trial, you can opt to try again on the part you screwed up with a fully restored life bar, which helps curb on SaveScumming.
** ''Dual Destinies'' also introduces a stenograph-like record of the last few dozen lines that were spoken, so if you zone out and miss a bunch of dialogue, or are forced to save and quit and come back at a later time, you can look over the past several lines to re-initiate yourself with the context.
* [[VisualNovel/{{Danganronpa}} Both]] [[VisualNovel/SuperDanganRonpa2 installments]] of the ''Franchise/{{Danganronpa}}'' series let the player continue from wherever they left off in the trial upon running out of influence, to prevent them from having to go through all the other deductions that they've already solved (with the main penalty going to their score more than anything else). ''WebVideo/DanganronpaParody'' [[LampshadeHanging hangs a lampshade]] on this.
-->'''Makoto''': Kind of takes the edge off it though when you realize that no matter how many times you lose, Monokuma will just let you carry on.
** In Chapter 4 of ''Super Dangan Ronpa 2'', the player ends up having to solve several puzzles in a locked room. If the player's unable to solve the puzzles (and they are pretty difficult), they have two options: either talk to Monomi about the current puzzle, where they'll blatantly tell her what the solution is; or, they can skip the room entirely and go the the next major scene, only losing out on some bonus Monocoins.
** Obtaining all of the Free Time Events for all of the characters in the original release of the first game, while not ''difficult'', was incredibly obnoxious since a single playthrough of the lengthy visual novel allows for a maximum of 19 events out of 65. Since the events unlocked new abilities, the best way to see all of them and get the rewards was to restart the first chapter over and over again, skipping through the large amount of dialogue on the way to the Free Time periods (and even then, there was one character whose events were unavailable in Chapter 1). The sequel introduced Island Mode, a time management post-game minigame that would allow you to quickly access all of the Free Time events and even obtain an "Island Mode Ending" for each character (essentially a bonus Free Time Event). This minigame was retrofitted into the UpdatedRerelease of the original game under the name "School Mode".

[[folder:Wide Open Sandboxes]]
* ''VideoGame/LANoire'' has an option to let you skip an action sequence if you fail it three times in a row, along with letting your partner drive to a destination you set to avoid bad driver penalties, or as a form of fast travel.
* ''VideoGame/RedDeadRedemption'' is quite open-handed with its autosaving, automatically securing any sidequest you may have completed. Finish a Stranger mission and then get mauled by a cougar on the way back to town? When you respawn, you'll see that the mission is still complete. As a bonus, if you don't like what happened (for example, if you unwittingly made a really bad moral choice), the autosave is on a different file in the HD than your manual save.
* In ''VideoGame/GrandTheftAutoV'', if you fail to complete a multiple-ending mission with the ending you wanted (e.g.'The Epsilon Program'), you can go back and do it properly. This is particularly useful because said mission deliberately tricks you into not doing it properly.
** ''VideoGame/GrandTheftAutoIVTheLostAndDamned'' added mid-mission checkpoints for the first time in the series. This meant that players no longer had to replay entire missions, which often began with a long driving sequence.
** ''VideoGame/GrandTheftAutoViceCity'' has the mission "Death Row", which is unique as it is the only mission in the game that gives no monetary reward for completion. As compensation however, the enemies drop significantly larger sums of cash than normal when killed, ensuring that you will at least get something out of the mission.
** In ''VideoGame/GrandTheftAutoSanAndreas'', the final story mission, "End of the Line", has CJ [[spoiler:blast his way through a giant crack fortress, take out Big Smoke, escape said crack fortress, and chase Tenpenny, who is in a fire truck]]. If the players fails during the driving sequence, the mission starts there for future retries.
* The ''VideoGame/SaintsRow'' series has a "Warp to Shore" feature when in the water, to prevent the player from having to look for a way out of the water. The series is also good about teleporting the player when they find themselves trapped.
** In the "Veteran Child" mission in ''VideoGame/SaintsRow2'', you have to use flashbangs to separate the eponymous boss from his human shield Shaundi. Don't have enough? Well VC was kind enough to leave some lying around.
** Also, when ''VideoGame/SaintsRowIV'' has you re-live that fight in Shaundi's simulation, they just let you shoot them with a taser to separate them.
** In ''VideoGame/SaintsRowTheThird'', in the one mission Oleg (who can't ride in most cars) joins you that involves vehicular travel, the game is very generous in spawning utility trucks. Even then, it will waive the normal failure condition of abandoning followers, having him [[OffscreenTeleportation catch up and rejoin you]] at the next objective without penalty.
** ''VideoGame/SaintsRowIV'' has the Warden fights. These end in a minigame where you have to repeatedly hammer one of the buttons to move up the progress bar while the system tries to push it back down. While the push-back speeds up as the game goes on, if you lose and get spat out, it will slow right down for your second attempt.
* In ''VideoGame/TheSimpsonsHitAndRun'' and ''VideoGame/TheSimpsonsRoadRage'', if you fail a mission five times, it lets you skip it. However, ''Hit and Run'' doesn't allow it for the final missions though, [[ThatOneLevel preventing many from finishing the game]]. Unfortunately, doing so also skips ''the cutscenes'' you see after completing the mission, resulting in some confusion (for instance skipping the last mission of the first stage of ''Hit and Run'' will make you have no clue why everyone stopped suspecting Mr. Burns or the black vans).
* In ''VideoGame/SleepingDogs'', when Wei Shen is at less than half of his original Health/a quarter of his maximum possible Health after using all Health Shrines) and not taking damage, he will [[RegeneratingHealth regenerate Health until it reaches half of his original Health/a quarter of his maximum possible Health]]. Filling the Face Meter in combat and/or consuming foods can regenerate his Health past that point, while entering one of Wei's apartments will immediately break off combat and sleeping will immediately restore Wei to full Health.
* In ''VideoGame/Fallout4'', the inhabitants of your settlements can be set to various tasks while in Workshop Mode, but early on, unless the settler was standing right next to their job, it was nigh impossible to figure out what it was, or whether or not the settler even had a job[[note]]their assigned job, as well as their bed, would have an outline, but it couldn't be seen from any distance[[/note]]. A few months after release, Bethesda released a patch that places an icon on the screen, telling you their job. This cut down on the really annoying tendency to assign settlers tasks when they already had one to do.
* In ''VideoGame/JustCause3'', there are 2 Trophies/Achievements that require the player to liberate a base in a particular way ("...Without Bullets!" requires you to destroy all of the Chaos Objects without using weapons, grenades, or bombs; just your Grappling Hook, while "This was Supposed to be a Western" requires you to break all the Chaos Objects without getting out of your vehicle). So are you screwed if you've liberated all of the bases? Nope, because upon beating the game, you gain access to the [[http://justcause.wikia.com/wiki/Re-Oppression Re-Oppression]] feature, which allows you to reset almost any location in the game to the default state, meaning that all of the enemies, Chaos Objects, and other such things come back, allowing you to try again as much as necessary.
* ''Videogame/EliteDangerous'' is a space game that does not hold your hands and has a steep learning curves, but it has certainfeatures to make it more fair:
** Ship insurance: if your ship is destroyed, you can rebuy the same model and all of your modules for 5% of their original price.
** Loan: In the case you don't have enough credits for the aforementioned ship insurance, you can make a loan to pay for it. Your loan limit is based on your current rank and 10% of all your earnings is deduced until you finish paying up the loan, but you still have some coverage against permanently losing your ship and upgrades in case of lack of money.
** Flight assist: It helps the ship to move in the desired direction at the desired speed, by countering your thrusters so speed and direction are maintained. Without it, thanks to the mostly accurate Newtonian Physics that the game uses, if you accelerated you would keep accelerating until you made a thrust in the opposite direction, or if you turned you would keep spinning until you applied a trust to the other side.
* ''VideoGame/{{Terraria}}'':
** A good number of recipes that call for Corruption-based components will work perfectly fine with their Crimson counterparts For example, Night's Edge can be forged using the Blood Butcherer in place of the Light's Bane, and the Battle Potion can use Vertebrae ''or'' Rotten Chunks as ingredients and still work.
** Every metal has a counterpart that works just as well. Recipes that call for a specific ore will work with the counterpart ore. For example, the Slime Crown used to summon the Slime King can be made with either a Platinum Crown or a Gold Crown, depending on which one your world generated. There are some slight differences (e.g. a Tungsten pickaxe can mine Meteorite while its counterpart, a Silver Pickaxe, cannot), but for the most part, it's all the same.
** The Extractinator and the Crates acquired via fishing can provide you with the alternate metals that were not generated in your current world, reducing the need to worldhop for crafting ingredients. Now with a little patience, you can fish for Titanium in hardmode if your world generated with Adamantite instead.
** The Hardmode Boss, ''The Destroyer'', used to be a little troublesome to retrieve deathdrops as they used to spawn where the head would be, even if it was deep underground. Version 1.2.3 on the PC fixed this by making the deathdrops spawn at the player's location instead, saving you the trouble of having the scour the ground to recover the Souls of Might and Hallowed Bars.
** The 1.3 Update adds a UI hot button to the Inventory subscreen so you can now Quick Stack items from your inventory into ''all'' adjacent storage chests with a single click. No more need to manually open each chest just to hit the Quick Stack for each one now.
** In previous versions of ''Terraria'', some players had serious concerns that the spreading Corruption or Crimson could overwhelm and completely engulf the Jungle Biome. This became a bigger concern in 1.2, as the Jungle was expanded to add new bosses and unique Hardmode loot. As of the 1.3 Update, Chlorophyte can now influence the spread of Mud blocks and prevent/limit the spread of Crimson and Corruption, allowing the Jungle to better protect itself from being overwhelmed by the Corruption or Crimson.
** A number of players have commented on the rarity of Solar Eclipses in 1.2. 1.3 solved this by adding a Summon Item in the vein of the Frost and Pumpkin Medallions that causes the Solar Eclipse on demand, although you ''will'' need to harvest the components for it from the Jungle/Lihzahrd Temple. Likewise, adds a Summon Item to trigger a fight with [[spoiler:The Moon Lord]] without having to go through an entire Invasion Event to make them spawn.
** In all previous versions of ''Terraria'', worlds generated with what players dubbed "land mine traps," Explosives Blocks cunningly buried inside the ground with a barely-visible pressure plate wired to them, causing many a Hardcore player some real grief. Version 1.3 overhauled this by adding a different encounter with the Explosives Block above ground wired to a giant plunger to activate it and atop a massive pile of ore. The original trap can still be found, but with significantly lower frequency than before.
** In Expert Mode, any player who fights a boss will get his/her own bag that is filled with boss drops. Outside of Expert Mode, it's a mad grab to try and get boss items, leaving co-operating players always left short of an item, and leaving people who are with more antagonistic or greedy players to hope that they don't get the short end of the stick by someone managing to steal all the boss drops. On Expert, each bag is filled with the full range of boss drops, so every player that fought it will get at least one unique boss item when opening a bag.
*** To keep this from being exploited, Bosses gain more HP based on the number of players participating in the fight.
** Players can 'uncraft' a few items such as platforms and walls, so they don't have to worry about leftovers while constructing settlements.
** Prior to 1.3, the Avenger Emblem could only be crafted with a Sorcerer Emblem, Warrior Emblem, and Ranger Emblem together. Since those items all drop from the same boss, the boss' summoning item is uncommon, and there is a variable delay before the boss can be resummoned, it could take hours before one could craft the Avenger Emblem, which is itself an ingredient in many endgame accessories. In the current version, the Avenger Emblem can be crafted from any single Emblem plus Souls from all three Mechanical Bosses.
** The 1.3.1 update added a "sort inventory" button that reorders the items in the player's inventory based on type. The devs have confirmed that sorting chests will also be possible in 1.3.2.
** Your reward for catching fish is selected from money, potions, decor, and a few very, very desired tools and accessories, but completely random. However, every fiftieth quest completed, the chance of getting a non-potion, non-decor item increases; for instance, the Tackle Box has a 1/40 base chance, but after the 100th quest it's 1/6.
** The Wall Of Flesh's drops are encased in a box made from either Crimson or Corruption blocks the moment it is defeated. This is to prevent the items from possibly dropping into the lava of where the Wall spawns, which would not destroy them (as items above a certain rarity don't burn in lava) but would make them a pain to pick up.
** Two items were patched in basically to help with early games lacking some convenience items players are dependent on later in the game.
*** The Magic Mirror has a consumable variant called the "Recall potion" that has the exact same effect, but is a far more common drop from chests and pots, allowing players to return to their spawn quickly at any point in the game. The reusable Magic Mirror is somewhat rare, and it's entirely possible you won't find one before hardmode. The potions are practically useless after you get the mirror, but the simple luxury of returning to spawn from any point of the map without dying to quitting is useful any time in the game. They also make a good backup if you died and need to grab your stuff (mirror included) and make a hasty retreat.
*** Rope and its variants were added as a supplement to early game exploration. Ropes are extremely common, found in pots, chests, and craftable from vines (using an item) and cobwebs/silk. Like blocks, rope can be anchored to a single block on the ground and then built straight up or down. Unlike blocks, ropes are not solid, allowing players and objects like meteors to pass through them. All rope has a built-in climbing mechanism that allows you to travel up and down it at full speed. Finally, it has an inherent +3 to range, allowing you to build ahead of yourself much easier than with blocks. This can make falls that would impede players without items to prevent fall damage, such as double jump or a grappling hook, doable well before these items could be found or crafted.
** With the advent of the multi-tools in the Multicolour Wrench and the Grand Design, a minor UI tweak was made to make them more convenient to use: Their 'make the ruler and wires visible' UI toggles were tucked away beside the player's lifebar, and you right-click to open the toggles for changing the tools between wire placement and removal.

* A common feature in many computerized {{pinball}} games is the "ball saver", where the game will automatically load or launch another ball at no cost if your original one drains soon after launch. This feature can sometimes be abused by attempting to score as many points as you can before the ball saver timeout expires, but some programs will negate any score you might have received during a saved ball.
** ''[[Pinball/F14Tomcat F-14 Tomcat]]'' was the first pinball game to have this feature, called "Flight Insurance".
* A related mechanic is the "three-switch rule," which has been around at least since TheSixties: If the ball drains before hitting the third switch, the game will immediately load another ball and pretend the previous one didn't happen. An industry standard, at least when score displays became digital, is that if the score is blinking, the three-switch rule is still active, but if the score is displayed solidly, it's no longer in effect. Because any scoring or progress made during these three switch hits carries over when the game loads another ball, however, the three-switch rule creates some LoopholeAbuse on certain machines. For instance, in ''CSI'', you can lock balls for multiball on the second switch, allowing you to start a multiball without any risks (provided you aim perfectly). Due to this abuse, modern games get the occasional [[ObviousRulePatch software patch that adds exceptions to the three-switch rule if they can be exploited to progress without worrying about draining]].
* After multiball ends in Creator/WilliamsElectronics' ''Pinball/{{Earthshaker}}'', the player can shoot the ball into the Shelter within 15 seconds to start Aftershock, giving another chance to score the jackpot. This would later become a regular feature on many modern games after a poor multiball.
* In ''Pinball/ElviraAndThePartyMonsters'', if you score poorly on the first two balls, the Extra Ball light will be activated at the start of the third ball.
** This is also used in many of Creator/SegaPinball's games, such as ''Pinball/StarshipTroopers''
* In ''Pinball/NoGoodGofers'', the bumpers on the left side of the table will occasionally direct the ball(s) toward the left outlane. Thankfully, there's a kickback that will propel the ball back to the playing field, even when it's not lit.
* ''Pinball/SpaceShuttle'' has the "Airlock", a gate on the right outlane that opens to redirect balls to the flippers, and the "Heat Shield", a pop-up post between the flippers to prevent drains.
* The original release of ''Pinball/StarWarsDataEast'' didn't have a ball saver at all, but one was added in a 2012 software update.
* In Creator/{{Sega}}'s ''Pinball/StarWarsTrilogy'', if you start X-Wing Multiball but drain two balls without even one attempt at shooting for the Jackpot, the ramp and the X-Wing saucer will light for 15 seconds; hit either one, and the game will automatically launch a ball to resume multiball.
* In general, Creator/ZenStudios' [[DigitalPinballTables digital pinball]] games (''VideoGame/ZenPinball'' and ''VideoGame/PinballFX'') tend to have very generous ball save timers, sometimes up to a minute after a ball is launched.
* ''Pinball/TheatreOfMagic'' not only has a ball saver, but hitting the "Hocus Pocus" target enables two magnetic ball savers near the outlanes, which automatically catch any wayward balls.
* In addition to a ball saver, Creator/{{Gottlieb}}'s ''Pinball/{{Gladiators}}'' lets a player stop the pop bumpers by holding down both flipper buttons. This is useful if the ball is in the pop bumpers when a TimedMission starts and he wants to quickly get the ball to the flippers.
** Related to this, many pinball games freeze mode timers when the ball is in the bumpers.
* ''Pinball/AirborneAvenger'' has a ball save gate in the rightmost outlane to return potential drains to the launcher.
* In ''VideoGame/ThreeDUltraPinball'', if you launch a ball and fail to score before it drains, the game gives you a "bozo ball" for another go.
* In ''VideoGame/KirbysPinballLand'', getting a Maxim Tomato will temporarily block the gap between the flippers.
* ''Pinball/SilverballMania'' has the Disappearing Kicker, a device that is normally recessed between the flippers. Raising it will cause drained balls to get kicked back onto the playfield.
* In Creator/SternPinball's ''Pinball/HarleyDavidson'' games, the player can press a button on the right side of the cabinet, causing a headlight between the flippers to pop up for a second and block any balls from draining down the middle.
* Most pinball games have drains on either side of the flippers, which you have ''no'' way to escape from and which immediately ends the ball. Some games will actually give you points when this happens, as a sort of apology. For example, ''Pinball/CreatureFromTheBlackLagoon'' calls this the "FOCUS!" bonus.
** Some of them have a solenoid on the left side (very rarely, on the right) known as a "kickback" or a "laser kick." There will always be an arrow-shaped light pointing downward there, and if that light is on, it means the solenoid will return the ball back in play should it fall down there. Games with kickbacks include ''Pinball/StarTrekTheNextGeneration'', ''Pinball/TheAdventuresOfRockyAndBullwinkleAndFriends'', and ''The Hobbit''. There's also the lower-budget "virtual kickback," where the drain functions as normal but the game will give you a penalty-free ball and a few points as if a kickback existed, found on machines like ''Pinball/JunkYard'' (where it's known as the Recycle), ''Pinball/GameOfThrones'' (known as Lord of Light), and ''Pinball/StarTrekStern'' (known as Rescue).
** A few games, such as ''Pinball/TheWizardOfOz'', ''Pinball/WHODunnit'', and ''NBA Fastbreak'', have a mode that starts when the ball drains down there: The game will load another ball and have you complete a goal in a short amount of time--if you can accomplish the goal during that time, the game will continue as if you haven't drained.
* In ''Pinball/CirqusVoltaire'', once the ball is caught on the Ringmaster's hat, the ball will fall off in a random direction. Because these directions can potentially include the drains or a series of ricochets that lead to a drain, a roughly five-second ball saver occurs after each time the hat lets go of the ball.
* The Time Machine magnet in ''Pinball/AustinPowers'' is pointed directly at the center drain. While it happens less often than it looks, should the ball wind up there immediately after the magnet lets go, the game will provide another ball with no consequences.
* In ''Pinball/KissStern'', a spinning disk inside the plastic model of Gene Simmons's head causes the ball to travel out of his mouth in unpredictable directions. In addition, the disk gives the ball a huge spin, curving its trajectory. The machine's initial release generated many complaints about the ball zooming straight down the middle with no chance to salvage it, so Stern later released a [[ObviousRulePatch patch]] that provided a short ball saver when the ball leaves his head.

[[folder:Non-Gaming examples]]
* The Google Chrome browser will mark tabs playing sound with a speaker icon, so you can quickly pinpoint and silence tabs that are suddenly playing music.
** Firefox also does this as of November 2015, and further allows users to mute the tab directly by clicking the speaker icon there.
** Many browser improvements over the years have been designed to avert frustration. Gone, for example, are the days when accidentally closing your browser or tab meant that you lost a huge post you were writing in an input field, and Chrome's practice of separating each browser component and tab into its own individual process means that one misbehaving component probably won't crash your entire browser. (Although browsers ''still'' close the entire app when the last tab is closed, instead of opening a new tab. Firefox has an extension that helps this, but it requires that another tab be pinned to the browser.)
* Additionally, say you click on a YouTube video and tell it to open in another tab (or quickly swap to another tab). The video won't play until you click on the tab.
* As of version 52, Google Chrome no longer goes back when pressing the Backspace key (instead, you must press Alt + Left), preventing accidental data loss when typing a long post.
* In the book ''Literature/HeirApparent'', there's a 'cheat' in the [[ShowWithinAShow game]] that makes the game easier to play, and the characters act out of character to help the main character if the main character [[spoiler:starts to cry]].
* Some {{Friending Network}}s like Website/{{Facebook}} and Website/{{Twitter}} will prevent you from making the same post in a short amount of time, so as to prevent one from double-posting by accident.
* The "Restore Previous Session" in UsefulNotes/MozillaFirefox allows you to re-open the tabs in your previous sessions, in case you want to read them again or accidentally exit the browser. Chrome has a watered-down version; so long as you haven't shut the computer off beforehand, you can use the History submenu to recover your last session.
* In baseball, runners are allowed to run past first base and still be considered safe, as long as they come back to the base fairly quickly. This means batters can run at full speed and try to beat the throw, without worrying about being called out or slowing down to stop exactly on the base. However, since this only applies to first base -- more specifically, to tagging first base without "rounding" it (i.e. turning to run towards second base, as opposed to continuing to run straight ahead) -- runners have to be careful when trying to go to second or third.
* In many email clients, if you type "attached is/are..." in the body of the email without actually attaching a file and then hit "Send," the client will point this out, then ask if you want to attach anything before the message is sent. While this could be evocative of Microsoft Word's "It looks like you're writing a letter!" feature, it can also stop senders from making the embarrassing mistake of declaring attachments but not actually adding the relevant attachments. This also happens if the subject line is blank.
* Windows 9x will force a restart if you press CTRL+ALT+DEL twice. Windows NT-based versions[[note]]Windows XP only does this when the classic login screen is enabled, otherwise it just opens the Task Manager[[/note]] instead bring up a menu of choices and no longer force-restart your PC if you mash CTRL+ALT+DEL, in the event that your machine is stuck.
* Some SMS apps on Android, such as [[https://play.google.com/store/apps/details?id=com.klinker.android.evolve_sms Evolve SMS]], allow you to include a delay when sending a message so that you can cancel sending the message if you catch a typo in your message.
* With some portable music players and music player apps on tablets and smartphones, if your headphones are unplugged (or whenever you get a call, obviously) whatever song is playing will automatically pause, so you won't miss any of the song if they're unplugged accidentally.
* ''WebVideo/AwesomeGamesDoneQuick'': Runners are allowed to use savestates for tricks that could result in the game crashing, softlocking, or otherwise cause a massive loss in time that could kill the run.