%%This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.
%% Note: This is an objective trope. It is ''not'' a tool for Complaining About Games That Don't Have Enough Check Points.
%% This trope is about the length of time you spend without Check Points, not how frustrated you get because of it.
%% Image removed per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1333529484093860100
%% Please start a new IP thread if you'd like to suggest an image.
-->-- '''Website/{{Cracked}}.com''', "[[http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey.html The 7 Commandments All Video Games Should Obey]]"

Check Point Starvation occurs when in a VideoGame, the player must go for an extended period of time without {{Check Point}}s or {{Save Point}}s. Its purpose, when done intentionally, is to add difficulty to the game.

In the most extreme cases, the player may be required to beat the entire game with one life, though going ''that'' far with this trope is mostly unheard of. Outside of {{Roguelike}}s, one-life marathon games are almost exclusive to the 8-bit era, and even then it was pretty uncommon -- except as a SelfImposedChallenge or the [[HarderThanHard highest difficulty level]].

This can occasionally slip in very story-heavy games, possibly by accident. It's particularly common in the introduction for the game, as {{Exposition}} can be interspersed with tutorials or gameplay without a save function.

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

Compare MarathonLevel, MarathonBoss, and FinalDeathMode. Contrast DeathIsASlapOnTheWrist and RespawnOnTheSpot. Often causes [[AntiPoopSocking poopsocking]].


[[folder: Action Adventure ]]

* ''VideoGame/CaveStory'': [[spoiler:[[BrutalBonusLevel Sacred Grounds]].]] Not only is the level NintendoHard, but the player is required to do it all in one go, including its two bosses, one of which has four forms. (On the plus side, the level is entirely optional.)
* The entire final section of ''VideoGame/{{Ico}}'' has to be played in a single sitting, [[spoiler:since the save mechanic depends on Yorda and Ico holding hands, and Yorda has been petrified and spirited away by the Queen]]. This actually adds a marvelous sense of fear and urgency to the already dark and eerie sequence, [[spoiler:and makes the player that much more desperate to find her again]].
* ''VideoGame/LaMulana'':
** In the original version, the Grail Point in the Shrine of the Mother permanently disappears once it becomes TheVeryDefinitelyFinalDungeon. The remake makes players use a new checkpoint there.
** Having no checkpoints is one thing that makes Hell Temple [[BrutalBonusLevel Hell Temple]].
** Using checkpoints at all requires you to buy a few items ''and'' explore the ruins to obtain the Grail. This makes the early game a bit frustrating.
* ''VideoGame/TheLegendOfZeldaMajorasMask'': After the opening cinematics, the player must go through the first path as a Deku until they finally reach the Clock Tower, which for a beginning player can take around 15 minutes, and is then followed by a waiting period which, due to the nature of saving in the game, lasts another 60-72 minutes. The good news are that there are no threatening hazards save for a single Skulltula in an underground area, and that the player can drastically shorten the waiting period by dancing with the Scarecrow until the Night of the Third Day, though it's quite likely for a first time-player to miss this feature. This is [[AvertedTrope reduced]] in the 3DS remake. The Owl Statues now activate simply by examining them, and additional Feather Statues (where you can save, but not warp) have been added.
* ''VideoGame/LuigisMansion'''s fourth zone opens with the titular mansion getting plunged into a blackout, which not only brings the ghosts back and then some, but also drives the Toads, who save your progress, out of the house. Luigi needs to get the power back on before the player can save again normally, and due to the blackout, ghosts are now present in every room you've cleared, and respawn every time you reenter one. [[spoiler: You can save ''once'', by entering the telephone room and answering the phone, [[GuideDangIt but the game does not tell you that]].]]
* ''VideoGame/LuigisMansionDarkMoon'' has no mid-level checkpoints whatsoever and levels can take over half an hour on the first playthrough. The game isn't particularly difficult, but if you're playing poorly and getting unlucky with heart drops...
* ''Franchise/{{Metroid}}'':
** In the first ''VideoGame/MetroidPrime'' game, there's the beginning of [[ThatOneLevel Phazon Mines]]. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past a gauntlet of shadow troops, mega turrets, wave and ice troopers, and two mini boss battles against an elite pirate and a cloaked drone. The entire segment usually takes an hour or more to complete. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).
** ''VideoGame/MetroidPrime2Echoes'' is infamous for having few life-restoring save points and a dark world that actively drains your life for much of the game. You can restore your life at the Light Beacons, but some areas like the Ing Hive[=/=]Sanctuary Fortress distance these ridiculously.
** ''VideoGame/MetroidPrime3Corruption'' has two areas:
*** The GFS Valhalla. The only save point is Samus's gunship, left at the docking area, so the entire area has to be explored in one run without dying.
*** Once you hit [[spoiler: [[VeryDefinitelyFinalDungeon Phaaze]]]], your ship locks you out, forcing you to finish the game in one go.
** ''VideoGame/MetroidFusion'' has this before Yakuza, the giant spider boss. The power in the station goes out, so the only save point is your ship. The boss is fairly tough and requires navigating a maze full of Space Pirate disguised X parasites. There are also two power ups in the area. Dying at any point means traveling halfway across the station and collecting everything again. Less frustrating than most examples here, but definitely qualifies. Particularly bad because there ''is'' a checkpoint nearby, it's just useless because the power is off. It is by far the worst section of the [[SelfImposedChallenge 1% run]], which basically means having to avoid picking up any extra missile/health tanks throughout the game. The previously mentioned obstacles are now major obstacles. One of, if not the, hardest boss in the game is capable of killing Samus in one hit, and even if you manage to somehow defeat the boss, the enemies in the very next room, between you and the save point, are the first mooks that can kill Samus in one hit without any extra energy tanks.
* ''VideoGame/MilonsSecretCastle'': [[SubvertedTrope Subverted]]. It appears, at first, that dying once sends you back to the beginning of the game. However, you actually ''can'' continue: ''[[ClassicCheatCode with a code]]'' (although you can only do this if you've defeated the first boss (!)). It's also the same way in the Game Boy port, but instead of a cheat code, the game gives you a password immediately after a game over.
* ''VideoGame/PrinceOfPersiaTheTwoThrones'' had a platforming sequence, a chariot sequence, and then a long boss fight with nary a checkpoint; a death meant replaying all of the above over again.
* The first save point in ''VideoGame/SphinxAndTheCursedMummy'' is a remarkably long ways into the tutorial. The problem with this is not in the time it takes to get to it, however, but the fact that the NoobCave is actually filled with surprisingly ''dangerous'' {{Mooks}} that are very likely to make mincemeat of someone playing the game for the first time. Dying boots you back to the last save. No save? Have fun going through the 45-minute-long tutorial dungeon again!
* The [[UnexpectedGameplayChange motorbike levels]] in ''VideoGame/TombRaiderLegend'' are this. The levels loop until you kill a certain number of enemies. Combine the fact that on the harder difficulty levels some enemies can knock off ''half of your life bar'' with one shot, and that Lara apparently took shooting lessons from [[ImperialStormtrooperMarksmanshipAcademy the Empire's finest]], and it becomes clear why these sections are an exercise in keyboard smashing.
* ''VideoGame/AnUntitledStory'': on regular mode and higher, one save point is cut from [=BlackCastle=]. On masterful mode and higher, another one disappears. This means you need to complete a good three quarters of this incredibly lengthy area without saving.
* You made it to the [[FinalBoss Final Boss]] of ''VideoGame/TheForceUnleashed''? Well then, you better not turn the game off until you've beaten him, that is unless you feel like replaying a tedious platforming section and the fight with the ''[[TheDragon previous]]'' boss all over again on your next try.


[[folder: Action Game ]]

* ''VideoGame/BombermanActZero'''s single-player campaign had 99 levels with no save points whatsoever. If the player dies or shuts off their {{Xbox 360}} at any point in the game, they have to start the whole thing from the beginning.
* The final stages of certain ''Franchise/{{Castlevania}}'' games, such as ''VideoGame/SuperCastlevaniaIV''. The most notable offender was in the international versions of ''VideoGame/CastlevaniaIIIDraculasCurse'', which if the player died against Dracula, he/she would have to restart from A-2 instead of A-3 (like in the Japanese version). Special mention goes to ''VideoGame/{{Castlevania 64}}'''s Duel Tower stage, where the developers ''forgot to add save points''. Thankfully they fixed this for the [[MissionPackSequel sort-of-but-not-really sequel]] ''Legacy Of Darkness''.
* In the doujin game ''VideoGame/CrescentPaleMist'', checkpoints only appear ''BEFORE'' a boss fight, meaning that dying before reaching the boss results in starting the Chapter all over again. Have fun ''not'' dying in [[TheMaze Chapters 3 and 4]].
* ''VideoGame/DeadRising'' features a little of this in its main scenario (there are no soft checkpoints between going between sections of the mall or before fighting bosses), but Infinity Mode does not feature a single checkpoint nor way to save your game. As the sole objective of Infinity mode is to survive as long as you can, this can lead to trouble. One achievement requires you to stay alive for the real-time equivalent of ''fourteen hours'' - and when the game was released, the XBox360 was going through incredibly high rates of getting the RROD. Thankfully, its sequels fixed this problem: ''VideoGame/DeadRising2'' introduced checkpoints before going into different areas or fighting bosses, and ''VideoGame/DeadRising2: Off the Record'' changed Infinity Mode to Sandbox Mode, adding the ability to save as well as checkpoints.
* ''Franchise/DevilMayCry'': In the first three games, check points must be bought in the form of yellow orbs. They are quite expensive in the first playthrough, and if you run out, any death will send you back to the beginning of the mission.
* Checkpoints in ''VideoGame/GodHand'' are invisible, so you can't tell if there are any in a level until you die. Generally, they're where the game loads a new screen (but not always)... which means that any level where the game doesn't have to load a new area, like "Flying Pyramid", has to be done in one go.
* ''VideoGame/NinjaGaiden'':
** The first {{NES}} game sends you back to Stage 6-1 if you die on any of the final bosses.
** ''VideoGame/NinjaGaiden Sigma 2'' has a few passages involve several long and tough fights without the possibility to save in-between. Most notably the last parts of chapter 13 (including the very grueling stairway fight), 14 (the graveyard fights), and the first half of chapter 16 (a long straight corridor). The latter two have an appearance of {{Recurring Boss}}es out of nowhere without the usual auto-save. These passages are stressing in Normal but get ''really'' sadistic in Master Ninja.


[[folder: First Person Shooter ]]

* [[HarderThanHard Nightmare Mode]] in ''VideoGame/AliensVsPredator'' disables the checkpoint system, meaning you get bumped back to the very beginning of the mission if you ever die (which, given the enemy's increased damage output, happens a lot).
* ''VideoGame/{{Battlefield 3}}'' has a few levels with a severe lack of checkpoints. The worst few involve playing a cutscene or introductory section before the actual combat.
* ''VideoGame/BioshockInfinite'' relies entirely on autosave, and while it does save fairly often early on, the further into the game you go, the fewer save points there are. Not always noticeable on a regular playthrough, but on 1999 mode? Frustrating to no end.
* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' have a variant. There are plenty of auto save points, and if you die in combat you respawn at one of those. However, when you quit, you respawn at the nearest fast travel point, and there is usually only one per map. This can be annoying if you need to quit before finishing a mission.
%% On Xbox. Please edit if different on other platforms.
* The original ''VideoGame/CallOfDuty'' did not have checkpoints nearly as often as its later sequels, which made things all the more difficult considering it was also before the series used RegeneratingHealth. Fortunately, the first game also still allows you to make traditional saves and quicksaves whenever you want.
* ''VideoGame/FarCry'' features large, open levels -- ''with checkpoint saves''! That means that if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and completely changes the game balance; so the starvation is probably quite intentional, even if it is annoying.
* ''VideoGame/GhostRecon'':
** ''Advanced Warfighter'' can have rather long times between checkpoints, along with some of the levels being [[MarathonLevel very long in themselves]]. This is especially painful on Hard difficulty, where nearly all enemy shots are a OneHitKill to the player.
** ''Future Soldier'' has checkpoints that, while perfectly fine for the lower difficulties, are spaced out just far enough to make things potentially tedious for those playing on Elite difficulty, especially if the level has a tactical challenge that requires playing on Elite. Unlocking the "Fixed Stock" attachment for singleplayer is considered one of the hardest things to do in the game, mostly because you have to [[StealthBasedMission go through nearly all of the final mission without being detected]] on Elite difficulty, with only one or two checkpoints to fall back on if you screw up at any point during it.
* Enforced with the Iron Skull from ''{{Franchise/Halo}}''. It's an EasterEgg that, if activated, forces the player to start the whole level over if they die, or sometimes just at when you last received a new directive. This holds true still for co-op mode, which normally respawns a dead player at his partner's location, but with Iron on forces them both to restart.
* [[WhatCouldHaveBeen Originally]], ''VideoGame/Left4Dead'' would have the players start at the beginning of a campaign if they failed. [[NintendoHard Yes, a usually hour-long campaign consisting of 3-5 sections and one Tank can send you all the way back]]. Thankfully, Valve caught on to how frustrating it was from play testing and added checkpoints at the beginning of each section.
* Brought back for a while in ''VideoGame/Left4Dead2'' for the "Iron Man" mutation. Not only is the game under Realism rules (no glows, no respawning in closets, Witches kill instantly), but if the whole team wipes out, the team is kicked back to the ''lobby''. The Swamp Fever campaign in the same game is the least played due to how long each map can be and even the final map has you going on a long trek before you can get to the finale. Dying here means making that long trek to the finale all over again. Thanks to the ability to create custom levels for both ''Left 4 Dead'' games, some user made campaigns can go on for far too long before you reach the next safe house and dying means having that entire run completely wasted as you're sent back to the start.
* The first three ''VideoGame/MedalOfHonor'' console games had no in-level checkpoints. This was a major problem with the [[MarathonLevel longer levels]] in ''Frontline''. In ''Rising Sun'', you often go two or three whole levels between checkpoints to save the game.
* ''VideoGame/PerfectDarkZero'' has only 2 checkpoints per mission; one at the very beginning, and one about 3/4ths through or before the end level boss fight. This is fine for the shorter missions, but very noticeable on the longer ones. Dark Agent difficulty completely disables checkpoints.
* ''VideoGame/{{Resistance}}: Fall Of Man'': each level only had 1 or 2 checkpoints, with many major firefights between each checkpoint. Given how quickly you can go from full health to completely dead in this game, it's very common to get booted back 15-20 minutes of progress just as you're about to hit the next checkpoint. The sequels used a much more conventional and forgiving checkpoint system.
* ''[[VideoGame/TronTwoPointOh Tron 2.0]]'': Autosaving only occurred at the start of a level, no matter how large said level was[[note]]Fortunately, you could quicksave whenever you wanted, except...[[/note]]. Saving did not exist at all during the lightcycle matches.


[[folder: Miscellaneous Games ]]

* None of the ''VideoGame/{{Action 52}}'' games have checkpoints, so you start from the beginning of the level if you die.
* Plenty of the old 8-bit games on the UsefulNotes/ZXSpectrum and the like had no save points (48K was barely enough RAM for the game, never mind save states, and saving on the tape was normally impractical). Most egregious in the space shooter cum word puzzler cum history lesson ''Starion'', a 243-level (counting each time zone as one level, a fair measurement) marathon with, in the original version, a GameBreakingBug somewhere around the 200th. Allowing five minutes a zone - easy when the cargo is "[[VideoGame/TheLongestDay D]]", more difficult when it's "[[PassionPlay OBERAMMERGAU]]" - you're still looking at [[BladderOfSteel the better part of a day's solid play]]. With no saves.


[[folder: Platform Game ]]

* ''VideoGame/AdventureIsland II'' and ''III'' had no checkpoints within stages, in contrast to four for each level in ''Adventure Island I''. However, the stages are shorter.
* In ''VideoGame/TheAngryVideoGameNerdAdventures'', [[HarderThanHard Fucking Impossible and YOLO modes]] omit all checkpoints from the level, in addition to disabling saving, turning you into a OneHitPointWonder, and limiting you to five lives and ''one life'' respectively.
* The first ''CaptainComic'' game has no ability to save. Fortunately, it can be finished in under an hour. The sequel isn't much better. You can save your game, but it only has two locations to reappear at on load, requiring lots of backtracking.
* ''Franchise/DonkeyKong'':
** ''VideoGame/DonkeyKongCountry'' for the Game Boy Color has modes unlocked after beating the game that allows for playthroughs of the game with either the halfway point barrel or the kong barrels removed, and is needed to 102% the game.
** Both ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' have [[SelfImposedChallenge cheats that removes all the]] {{Check Point}}s in the levels.
** ''VideoGame/DonkeyKongCountryReturns'' has a level (Muncher Marathon) that has an AdvancingWallOfDoom made of spiders. Once you hit the checkpoint, you can finish the level in 30 seconds. Everywhere before that, if you die, you are back to square one. Near the end of the game, level 8-5's first stretch is quite a long and difficult one.
** ''VideoGame/DonkeyKongCountryTropicalFreeze'' has the secret level 4-B, which is not only devoid of checkpoints but is an underwater maze with scarce supplies of air bubbles, meaning that the Kongs cannot get lost for too long. And once Hard Mode is unlocked, ''all levels'' are devoid of checkpoints as well.
** Both ''Returns'' and ''Tropical Freeze'' also have the [[BrutalBonusLevel Temples]]. There are no checkpoints. For ''any of them''. And the majority of them are [[MarathonLevel 5-8 minutes]] of pure old-school platforming. Then there are the Golden Temple and Secret Seclusion levels, unlocked after conquering all Temple levels and defeating the respective {{Final Boss}}es, which lack checkpoints as well.
* ''VideoGame/IWannaBeTheGuy'': The only difference between difficulty levels is how far apart the save points are. "Impossible" mode requires you to beat the entire game without save points.[[note]]There actually ''is'' a way to save on Impossible. The "evil" save point (a ChestMonster) that appears near the end of the game is still there on Impossible, and due to a glitch you have exactly ''one frame'' of animation to save on it after its death.[[/note]]
* ''Franchise/TheLegendOfSpyro'' games - well, the first two - were ''terrible'' about this. Say you just got done fighting one of the game's most exhaustive battles, not counting the ten that came before it, and you're sure you're near the boss - then you get called away for dinner and shut down the game. It has no manual save feature, but that must mean it saves your progress on its own, right? [[TemptingFate I-it wouldn't be so cruel as to make you start from the very beginning of the level again, right? R-right guys?]]
* ''VideoGame/MapleStory'': Loves to do this with some particularly nasty Jump Quests, especially the higher level ones (such as the Zakum party quest) which tend to involve roughly five minutes of jumping on platforms barely large enough to walk on, all while dodging falling rocks, poison butts, energy blasts, indestructible monsters, and the occasional bit of lag. If you fail/fall? Congratulations, you get to slowly walk through lava back to the start of the area.
* ''Franchise/MegaMan'':
** Due to a bug, if you die against the first Fortress Boss ([[ShoutOut Mothraya]]) of ''VideoGame/MegaMan4'', Mega Man will restart not at the BossCorridor like every other level, but at the level's midpoint, making the player run through it again.
** The checkpoint in Plant Man's level in ''VideoGame/MegaMan6'' is placed before the first of ''two'' {{Mini Boss}}es, which is soon followed by a much-dreaded lengthy spring section up to the BossCorridor.
** The fan game ''VideoGame/MegaManUnlimited'' is pretty stingy with checkpoints, and some of the ones that are there are badly placed (for example, right ''before'' a MiniBoss).
* ''VideoGame/NinjaSenki''. 16 pretty long stages and no way to save. There are continues if you run out of lives, sure, but the game ''has'' to be beaten in one sitting. The level select cheat does make a bit easier, though. [[spoiler: Although doing that essentially prevents you from getting the good ending, as you wouldn't get enough points for it if you start at a level late in the game.]]
* ''VideoGame/{{Oddworld}}'', especially the first game, combined this with NintendoHard to produce severe cases of controller-snapping frustration. The developers added more frequent check-points and the ability to quick-save from the pause menu in the second game in response.
* Averted with the Atari 2600 classic ''VideoGame/{{Pitfall}}'' in that you have a total of three lives. WordOfGod is that the game was originally conceived as only allowing you ONE life to complete the game, yet play testing revealed that it made the game [[NintendoHard difficult]].
* ''VideoGame/{{Plok}}'': Not one single level in the game has a checkpoint. If you die, you go all the way back to the start of the level you were on, and while this might not seem that bad at first, Plok also has the distinction of being one of the most deceptively and unfairly difficult games on the SNES, with levels that get progressively longer. If you're lucky enough to even so much as GLIMPSE the Flea Pit, good luck having to adjust to a completely new way of playing the game on EACH LEVEL.
* ''VideoGame/{{Prehistorik}}'' and its predecessor ''VideoGame/TitusTheFox'' give you a code for each level that lets you continue from that level. However, they don't give you that code at the beginning of the level: instead, you have to find it, somewhere in the middle, and quite often hidden in some hard-to-find area. If you almost complete level 4 without finding its code, well, back to level 3 for you.
* Creator/{{Cactus}}' game ''Saru Ga Daisuki'' has no save points whatsoever, since the author had no time to implement them (the game was made for a 24-hour competition) and later lost the source code. And it's not a very easy game, or one that's a lot of fun to repeat over and over.
* Finishing ''VideoGame/ShovelKnight'' rewards you with an option to replay the game with, along other changes, the number of checkpoints per stage cut from about six to two (or, in case of second-to-last stage, one). If that wasn't enough, there are two achievements involving destroying these checkpoints.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicUnleashed'': In the HD versions of the game, one mission involves getting to the end of Eggmanland, a NintendoHard stage that is by far the longest in the game, with the time limit for the first Hot Dog trial being 75 minutes. It has to be done '''THREE TIMES''' in order to get the [[BraggingRightsReward trophy/achievement]]. '''WITH''' the [[TimedMission time limit]] decreasing after each [[DifficultySpike succession]] up to ''45 minutes''. Did we mention that you get no checkpoints at all and dying at any point forces you to restart from the beginning?
** ''VideoGame/SonicTheHedgehog2006'' has several stages that lack checkpoints until several minutes in and have little to none afterward. The final stage, End of the World, takes the cake, however, being a grueling [[AllTheWorldsAreAStage gauntlet of no less than seven previous levels]] played back-to-back with ''no checkpoints whatsoever'', and [[OneHitKill instant-kill]] [[DemonicSpiders black holes]] popping up everywhere to make things even worse.
** Star Light Zone in ''VideoGame/SonicTheHedgehog1'' has just a single checkpoint placed before the boss in act 3. Just to be even meaner, there are no rings near it and the end of the level is a PointOfNoReturn. The checkpoints were probably removed after Sonic Team realized how much harder the zones before Star Light are.
* ''Franchise/SuperMarioBros'' series:
** ''VideoGame/SuperMarioBros'' has invisible checkpoints near the middle of most levels, except for castle levels and all of World 8. In some later levels, these checkpoints do more harm than good, as they are often located after the one power-up in the level and [[RatchetScrolling you can't backtrack]].
** ''VideoGame/SuperMarioBrosTheLostLevels'': Like the original, castles and World 8 have no checkpoints, and this time neither do the extra worlds after 8 (9 and A-D).
** ''VideoGame/SuperMarioBros2'': Doorways act as checkpoints, but they are scarce otherwise, which becomes troublesome when the characters have to take a key to a ''locked'' door while being chased by a Phanto.
** ''VideoGame/SuperMarioBros3'': In contrast to the previous three games, the game has no in-level checkpoints. However, the newly-introduced World Map allows the player to use inventory items or sometimes choose a different level to tackle after losing a life. Many of the levels are noticeably shorter as well compared to previous games.
** ''VideoGame/SuperMarioWorld'': Most levels have one and only one midway checkpoint. They are actually visible, though some require the player to take hidden paths to reach them. Underwater levels, auto-scrolling levels, and the entirety of the Star World and Special World do not contain a checkpoint.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'': The levels for the most part have checkpoints (bells in this game). However, in Wario's Castle, not only is the level longer than any other with a 3-part boss battle against Wario at the end, but there is no checkpoint at all! There's also Space Zone 2, which is one straight UnexpectedGenreChange.
** ''VideoGame/SuperMario64'': With the exception of checkpoints right before Bowser fights (as well as bosses added in the DS remake) and a few other rare instances, there are no checkpoints. If you fall off the stage and lose a life, it's all the way back to the beginning of the level for you. If you travel into the volcano of LethalLavaLand or the pyramid of ShiftingSandLand, you do begin inside the structures if you lose a life before getting a star.
** ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2''
*** Some missions are rather long with no checkpoints in them at all, most notably the Daredevil comets, whose primary objective is to finish the stage as a OneHitPointWonder. The two most infamous ones are for "The Sinking Lava Spire" in the first game, which requires the player to traverse the longest mission in ThatOneLevel; and "The Perfect Run" in the second, taking place in by far the hardest stage (Grandmaster Galaxy) in a game with a massive SequelDifficultySpike.
*** In both games, there's speed run challenges where you have to beat levels quickly due to a stingy time limit while (in the second) collecting stopwatches to add a few more seconds to your timer. None of these challenges have checkpoints at all, so if you screw up, you have to start over from the beginning. There is one exception; one of the speed run levels takes place in a Bowser level, which is naturally longer than a standard level. There's one checkpoint in that specific challenge because the level is simply too long for players to keep restarting if they fail every time.
** ''VideoGame/SuperMario3DLand'' has S8-Crown, which is even longer than Grandmaster Galaxy, and no easier (unless you bring in power-ups). Even the standard last level (at the end of regular World 8) has this; before the checkpoint is a fairly large castle stage, and after it is probably the longest fight against Bowser in the whole series, certainly the longest in 3D.
** There are zero checkpoints in ''VideoGame/NewSuperLuigiU''. Every stage has a very strict time limit, though, so it doesn't really matter.
** ''VideoGame/SuperMario3DWorld'' has two of the last three levels, Champion's Road and Mystery House Marathon. The former is a brutal six part MarathonLevel, while the latter is ''another'' Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere.
** A lot of ''VideoGame/SuperMarioWorld'' [[GameMod ROM hacks]] contain this due to having {{Marathon Level}}s, since by default, Mario World levels can only have one CheckPoint. Of course, players who want to can always [[DefiedTrope use save states]], which [[VideoGame/KaizoMarioWorld some developers count on]].
** The ''VideoGame/SuperMarioWorld'' hack ''Touhou Mario'' has ZERO save points. Or checkpoints. And just one life before you get game over and have to restart EVERYTHING. And this game is PlatformHell meets BulletHell in difficulty, every boss is a MarathonBoss, and one area has you beat the equivalent of four FULL LENGTH levels and FOUR [[MarathonBoss Marathon Bosses]] in a row! The final bosses have between four and eight phases to them too. You can find it [[http://www.smwcentral.net/?p=showhack&id=6586 here]].
** ''VideoGame/SuperMarioMaker'' at first did not had checkpoints to be placed in levels, until a November 2015 update allows players to place checkpoints in any level.
* Checkpoints are very rare to find in ''VideoGame/TinyToonAdventuresBustersHiddenTreasure''. They are usually after Buster goes through a door that leads to a new part of the level. The final [[EternalEngine factory]] stages are a prime example.
* ''VideoGame/TeenageMutantNinjaTurtles'': There are zero checkpoints in the sixth and final stage, the Technodrome. Losing a turtle at any point of the stage will restart you at the beginning of the level.
* ''VideoGame/{{VVVVVV}}'': Getting the Shiny Trinket in "Prize for the Reckless" requires the player to [[EnforcedTrope enforce]] this trope themselves by [[LoopholeAbuse exploiting]] the way the game handles checkpoints.[[note]] The player must activate a moving platform from the top of the screen, and then ride on that moving platform from the bottom. However, traveling from the top to the bottom of that screen normally requires traversing several other screens. Once you leave a screen, all changes made to that screen reset, so the moving platform would no longer be active. The solution is to activate a checkpoint at the bottom of the first screen, make it to the top of that screen without hitting any other checkpoints, activate the moving platform, and finally, [[ViolationOfCommonSense kill yourself]] so that you reappear at the checkpoint at the bottom. Because you never changed screens, the moving platform is still active, and you can ride it to the Shiny Trinket.[[/note]]
* ''VideoGame/YoshisIsland'':
** The first game usually doesn't have this due to multiple middle rings, but there's one point in [[BrutalBonusLevel Endless World of Yoshis/Crazy Maze Days]] in the GBA remake where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a SadisticChoice; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
** The first game also has the first four extra levels, having no middle rings at all, while all of them are quite difficult. The very first level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
** ''Yoshi's Island DS'' has 'Yikes! Boiling Hot!', in which the level has a stretch with THREE ROOMS with no checkpoints in between. Not short rooms, very long rooms equal to a ''Super Mario Bros 3'' level in length. Including at least one [[TrialAndErrorGameplay seemingly blind]] lava trap. As well as both a finicky rope riding section and one where you to have navigate two lava spitting monsters (their attacks are [[OneHitKill instant kills]], one spiky ball and chain, a sloped platform and instant kil lava in the space of less than a screen.
* Each of the [[BrutalBonusLevel special stages]] in the ''Battle Kid'' games have only one functional checkpoint; the one at the end before the stage's BonusBoss. The checkpoints in the middle of each stage are fake, with each one being unique in its own way:
** In ''VideoGame/BattleKidFortressOfPeril'''s only special stage, the fake checkpoint simply rises up out of the room as you approach it.
** In ''VideoGame/BattleKid2MountainOfTorment'''s first special stage, the fake checkpoint simply changes position each time you approach and chase it. In the second special stage, it appears to work... and then shuts down with an "out of order" message. The third special stage's fake checkpoint [[spoiler:is a {{Rickroll}}, complete with a "never gonna save your game" message]].


[[folder: Puzzle Game ]]

* ''VideoGame/TheDameWasLoaded'' only has one checkpoint in the main character's office. This normally wouldn't matter, but here the entire game is timed, and going to and fro to save wastes a lot of time, forcing you to be very economical with saving. Given that there are plenty of ways to either fail instantly or fail long-term by not getting the right item for progression in time, the game is quite hard.
* ''VideoGame/TheImpossibleQuiz'': There are over 100 questions with no checkpoints or continues, meaning that a mistake sends the player back to the beginning of the game. The game contains a lot of TrialAndErrorGameplay, and many of the questions are [[TimedMission timed]], with the timer running out on a question counting as a loss. The game does provide "skips" so that the player can get past any question that they think they cannot answer [[spoiler: until the last question, where the player must use ''every'' skip that the game offered to pass the question]]. The sequel goes out of its way to mock the player for even wanting {{Check Point}}s.
* ''Space [[VideoGame/BubbleBobble Puzzle Bobble]]'' (aka ''Space Bust-a-Move'')'s story mode: Unlike other Puzzle Bobble/Bust-A-Move games, if you lose, you have to start over at the beginning of the group of five levels per stage all over again, and that means if you collected a [[{{Macguffin}} Cosmo Bubble]] without popping it, you have to do that over again.


[[folder: Role Playing Game ]]

* ''VideoGame/AlphaProtocol'' only saves at checkpoints, which can be few and far between. "Assault the Triad Hideout" is downright infuriating because of this: it seems to have exactly ''one'' checkpoint in the entire mission.
* ''VideoGame/ArcTheLad II'' has a notable deficit of save points in some dungeons, with sometimes an hour between saving opportunities; occasional freezing can make things much more frustrating.
* ''VideoGame/BreathOfFireDragonQuarter'': This trope can be invoked with some discretion to the player, unless they are going for [[HundredPercentCompletion the highest D-Ratio]], in which case the trope applies for the whole game playthrough.
* ''VideoGame/DarkSouls'' is downright ''brutal'' with bonfire (checkpoint) placement at times. You generally only get one or two per level, and some levels have none at all. While you can usually open up shortcuts on subsequent runs through areas and minibosses don't respawn, getting to some bosses can be incredibly difficult. Then after that, most bosses can kill you in one or two hits.
** A particularly cruel example is the [[NamesToRunAwayFromReallyFast Taurus Demon]], the second boss. There are no shortcuts to open up to reach it more easily, so you have to play the whole level again when you get killed by it. And this is [[EarlyGameHell at the start]], so the dozens of relatively weak enemies you have to fight are all life-threateningly hard.
** While you don't have to play through the whole Tomb of the Giants to get to [[FlunkyBoss Gravelord Nito]], you still have to go through a large chunk with some DemonicSpiders such as the Pinwheel copies and skeleton dogs, which will take longer than actually fighting Nito.
** In Quelaag's Domain and the beginning of the Demon's Ruins, there are 2 bonfires almost next to each other, which is rather pointless. On the other hand, New Londo Ruins (which is one of the hardest locations in the game, and has an even harder boss) has none.
* ''VideoGame/DragonQuest'' series allows the player to get saved only at a town church. Some towns don't even have one. You can't do a hard save in the field and in a dungeon, so this trope is in effect. Every game since the first, however, has offered the ability to teleport instantly to a town that allows you to save as a relatively low level spell and a very inexpensive item, and also a spell to instantly evacuate dungeons. However, in the 5th game, ''Hand of the Heavenly Bride'', the return-to-save-point spell isn't available until about the halfway point in the game, which can cause issues.
* ''Franchise/FinalFantasy'' series:
** ''VideoGame/FinalFantasyIII'': The final tower. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game. The UpdatedRerelease kept this in ''on behest of the fans''.
** The beginning of ''VideoGame/FinalFantasyIV'' requires a lengthy cutscene, a non-controlled battle, another lengthy cutscene, some wandering around, ''another'' lengthy cutscene, and finally the prologue before being able to save.
** The [[GoodBadBugs Airship glitch]] in ''VideoGame/FinalFantasyVI'' requires a self-imposed version of this -- it lets you have the GlobalAirship much earlier than you're supposed to, but to activate the glitch you have to get from whatever point you want to have it at, all the way to the DiscOneFinalDungeon, without saving even once in between. Which certainly explains why nobody found the glitch in testing.
** The [[VeryDefinitelyFinalDungeon Northern Crater]] in ''VideoGame/FinalFantasyVII'' has no save points, but it does have a lot of tough enemies, the FinalBoss and a long cutscene. It gives the party one unique item that can create a save point, but the item is glitched and can make the dungeon [[UnwinnableByMistake unwinnable]], so it's just best to ignore it. Earlier, the whirlwind maze: After the save point, you have a timing puzzle, a few long cutscenes, and a FMV before the next save. There's nothing particularly dangerous in-game there, but this area had a high crash rate in [[PortingDisaster the PC version]].
** ''VideoGame/FinalFantasyTacticsAdvance'' has several long cutscenes and two battles before the player can save the game.
** The entire Necrohol of Nabudis in ''VideoGame/FinalFantasyXII'' is devoid of save crystals. This is, shall we say, somewhat inconvenient due to charming things like ManaBurn monsters that turn up out of nowhere, a consistent baknamy ZergRush, and a surprisingly common "rare game" monster. And that's ''without'' the monsters from the Chaos/Medallions sidequest.
* ''[[VideoGame/DotHackGUGames .hack//G.U. Volume 3]]'' has a BonusDungeon that subverts this. For the first 50 floors of the [[MarathonLevel 100 floor dungeon]], a player can use checkpoints to return to root town and [[RespawnOnTheSpot return to the exact area in the dungeon]]. After 50 floors however check point starvation goes into full effect.
* ''VideoGame/JadeCocoon'' has you going through the [[spoiler:[[FourIsDeath 4th forest]] without being able to save the game nor fusing monsters]] due to story elements, namely that [[spoiler:everyone in your village has been TakenForGranite]]. The king... sovereign... some-guy-who-seems-to-be-in-charge in the next hub [[{{Lampshaded}} comments on your endurance]]. The initial save point vanishes once you choose to go to sleep, which kicks off a DreamSequence, a HopelessBossFight, loads of exposition, a tutorial fight, ''another'' HopelessBossFight, and still more exposition. Sleep to save time? ''Twenty-four minutes.'' You can even ''see'' the save point at around the 20-minute mark for an extra bit of cruelty.
* ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'' were good about giving you lots of autosaves (usually after every battle and important cutscene), but God help you if you didn't take the time to save obsessively in [[VideoGame/MassEffect1 the first game]]. There was maybe one autosave per mission, two if the game was feeling merciful, so if you had shut down two of the three moon base computers and then died, tah-dah! You're back at the very beginning of the level, having just landed on the moon. The ''Mass Effect 3'' finale is pretty bad at this, too. Starting at the moment you [[spoiler:get hit by Harbinger's beam]], manual saves are disabled, period, and the autosave after finishing the game overwrites any autosaves made during the actual finale. If you want to see more than one ending, better prepare for replaying through that whole section over and over again -- complete with the ridiculously slow movement and long unskippable cutscenes.
* The ''VideoGame/PaperMario'' series has saving by use of Save Blocks, which you hit from underneath, thus activating them. But they are very rare.
** ''VideoGame/PaperMario64'' does this at the beginning. You go from getting the invitation to going to the castle to finding Peach within the Castle to the HopelessBossFight with Bowser to lying there near Goomba Village to waking up in a Toad House before you can go outside and find a Save Block. Contrast with the sequel, which has you receive the letter and go to Rogueport. You step onto the dock, and can immediately go over and hit a Save Block.
** ''VideoGame/PaperMarioTheThousandYearDoor'' and ''Videogame/SuperPaperMario'': The [[MarathonLevel Pit of 100 Trials]], a [[ExactlyWhatItSaysOnTheTin 100-room dungeon]] that provides no way to save progress during an attempt at beating it.
** ''VideoGame/SuperPaperMario'' has multiple cutscenes and some gameplay lasting at least twice as long as ''Paper Mario 1's''. Plus, you can even get a NonStandardGameOver right as the first {{Infodump}} is nearing its end. GenreSavvy players are expecting a ButThouMust situation when you're asked to ''save the world'', but as they're sitting there hitting "No" and watching the characters' reactions becoming increasingly incredulous, they might hit "No" one too many times and have to watch all those cutscenes again. (Note that there are ''several'' ButThouMust conversations in the game that reward you for refusing to answer correctly with increasingly absurd conversations -- including one that winds up [[NoFourthWall discussing video game design]] and the concept of {{Event Flag}}s.)
* The infamous [[BrutalBonusLevel Chrysler Buildings]] in ''VideoGame/ParasiteEve'', which has no save points anywhere and you're forced to trek up every flight of stairs to progress. Every 10th floor has a boss fight which wins you an elevator key to that floor if you beat the boss. Since the trek to the boss' floor can take a long time, you're left with a tough choice; go back down the stairs to get to the front door (or to the last usable elevator) if you want to save or press on and hope you can beat the next boss without dying.
* ''VideoGame/{{Persona 3}}'':
** The game makes saving difficult because it requires exiting your current level of Tartarus to do so, which means you need to start the current branch over again. However, trying to push too hard could mean getting in over your head, dying, and losing quite a bit of progress. This was changed in the UpdatedRerelease ''Persona 3 Portable'': by walking up the staircase in the entrance lobby of Tartarus, the player will be given the option to start at the highest floor reached so far.
** The trope is played straight with non-Tartarus boss battles, however, and it's possible to put the game into an unwinnable state before the third boss battle, which is when the game starts taking all agency away from the player on the day of a full moon. Were you hoping to upgrade equipment? Not so much. You'll be forced to go through endless cutscenes over and over again until you win.
** [[PlayableEpilogue The Answer]] is even crueler in this regard. In the base game, checkpoints can be found just before every Tartarus boss, allowing the player to go back down to the first floor to save and prep for the boss without losing their progress. The Answer puts these checkpoints not only ''after'' these bosses, but directly ''behind'' them, just to taunt you.
* It takes roughly 20 to 30 minutes from starting ''VideoGame/PokemonMysteryDungeon: Explorers of Time/Darkness'' before you are allowed your first save, not counting the fact that the pre-credit cinematic is unskippable the first time you boot up the game.
* ''VideoGame/PokemonColosseum''. You can only save at [=PCs=], and it can get really annoying in long levels like Mt.Battle. Fortunately, ''PokemonXD'' gives you the 'save anywhere' ability of the main series games.
* This is a major part of the difficulty in ''VideoGame/ShinMegamiTenseiIIINocturne''. Save spots are plentiful, but are ''always'' set at extremely long distances between each.
* ''{{VideoGame/Quest 64}}''.
** You can't technically ''die'' in this game; upon defeat; you keep all experience, but you forfeit all of the items you may have used before you were knocked out. However, there are several caves along the way, which can take anywhere from 20 minutes to 2 hours depending on your spirit levels. The Blue Cave in particular is a rather ridiculous exercise in patience. If you don't have the Healing spell from Water, your chances here are very slim.
** The game starts you off at the top of a church. You need to make your way all the way through it, and into the first city just to save. This usually takes about 20 or so minutes, depending if you search for items/exposition.
** The remake on the GameBoyColor ''VideoGame/QuestBriansJourney'' does it in a different way. You have to go through a very long extended cutscene, about 30 minutes or so. However, this is subverted since you can save at any time outside of a {{cutscene}}.
* ''VideoGame/ResonanceOfFate'' features exactly one permanent save point - your base of operations - that quickly becomes prohibitively hard to return to during an outing. The player can place their own save terminals on the world map fairly easily (and they're encouraged to, as this forms the cornerstone of several other game mechanics) but this is little comfort during dungeons, which are nearly all [[MarathonLevel long and resource-taxing by design]]. Fortunately, the "suspend" option common to handheld game is readily available, as long as one isn't actively being shot at.
* ''VideoGame/ShinMegamiTenseiIV'' lets you save and reload freely using the Gauntlet. Unfortunately, getting to the point where you gain access to said feature takes about twenty or so minutes of plot. More if you opt to explore Mikado at all.
* ''VideoGame/StarOceanTheSecondStory'' and ''VideoGame/StarOceanTillTheEndOfTime'': Part of the difficulty of the [[BonusDungeon Cave of Trials]] is the complete lack of save points throughout. Sometimes, you can go for literally over an hour between save points- this is particularly annoying when playing during a thunderstorm. Especially {{egregious}} in the second game, whose variant is far longer and filled with random encounters throughout.
* ''VideoGame/TheWorldEndsWithYou'':
** The game forces you to play through the entire first twenty-minute (tutorial) chapter before it lets you save... and then for about another ten minutes before you can save freely.
** It also features a number of difficult bosses at the end of the game with no opportunity to save in between, although if you die, you can try again without having to repeat battles you've already won. The character Neku Sakuraba remarks beforehand that there may not be any save points for awhile, thus BreakingTheFourthWall.
* In the VeryDefinitelyFinalDungeon of ''VideoGame/{{Ys}} V'', you have to fight three [[ThatOneBoss very tough]] bosses, with no save points in between. Unlike previous games where you could save anywhere, this one only allows you to save at inns in town.
* ''VideoGame/GoldenSun'' let you save freely in general, but when the characters were in conversation with each other, those conversations would last a very long time. And since it was on the Game Boy Advance, it wasn't unusual for the batteries to run out while being caught in the middle of one.


[[folder: Shoot Em Up ]]

* The developers of ''[[VideoGame/RType Super R-Type]]'' did not put any checkpoints whatsoever in levels. This is, in fact, ''generous'', as dying deprives you of all powerups, and your basic ship is woefully underpowered and poorly protected by default. Starting the level over give you a breather at the beginning to get your Force back up to par to give you a chance. On the downside, dying to a boss means having to work your way back to it.
* The final stage of the Famicom port of ''VideoGame/{{Gradius}} II'' has no checkpoints. The stage is a bit shorter than the previous ones, but it is still long and challenging enough that one death is a serious setback.
* The ice cube stage in the arcade version of ''Gradius III'' also lacks checkpoints. If you die on the Cube Attack or the boss, it's back to square one.


[[folder: Simulation Game ]]

* In ''VideoGame/AnimalCrossing'' series, the player can save sometime before halfway through the JustifiedTutorial. Start a game, create a character, choose a house, and talk to all the villagers and the mayor, and this takes about 20 minutes on a new town file.


[[folder: Stealth Based Game ]]

* Let's just say that as a rule, due to the nature of stealth games involving you having to get around and usually take down difficult enemies without being caught, and restarting if you do happen to get caught, it is typically in good form to provide the player the ability to save for themselves after getting past a certain point, so they don't have to sneak through the whole level again. The ''Franchise/AssassinsCreed'' series does not allow you to save manually. If you need to go undetected for any reason, and the level is particularly long, good luck, as [[FramingDevice the Animus]] will not be giving you much reprieve.


[[folder: Survival Horror ]]

* The ''VideoGame/AmnesiaTheDarkDescent'' DownloadableContent ''Justine'' only lasts a couple of hours, but you cannot save anywhere, unlike the main game where you could. This is a problem, because the player character is a OneHitPointWonder and there are three terrifying and dangerous puzzles you have to survive.
* One of ''VideoGame/ColdFear'''s most maligned features was the save system. The game could only be saved during an automatic prompt before certain plot-relevant scene transitions, with no manual way to save and no indication of when the next one would arrive. An inattentive player who accidentally declines to save won't get another chance to do so until the next prompt, potentially with a tricky puzzle or a boss between.
* ''VideoGame/AlienIsolation'' has autosaves only during certain level transitions and mostly relies on manual save points that take several seconds to use and do not pause the game while in use. This was done to add tension to the game but became a BaseBreaker among players and critics who thought that it improved the game and those who felt that it only added frustration through FakeDifficulty. Some missions are infamous simply for how far apart the save points are.


[[folder: Third Person Shooter ]]

* ''VideoGame/DeadSpace2'': This trope is used deliberately in "Hardcore Mode". Specifically, it only allows the player to save three times in the whole game, and there are no checkpoints, other than at the disc change on the Xbox360 version.
* ''VideoGame/HitmanBloodMoney'': Depending on the difficulty level, you can only save a certain amount of times during a single mission. You get 3 different save spots and even if you overwrite the same save spot, it still counts as a save. The previous games allowed saving anywhere, or in the case of ''[[VideoGame/HitmanCodename47 Codename 47]]'', gave two extra lives for a stage.
* ''VideoGame/Hitman2SilentAssassin'' limited your number of saves at higher difficulties (with none at the highest), but did avert this trope at one point: On the game's one MarathonLevel, it awards you a free save halfway through, even on the highest difficulty.
* Although usually averted in the ''VideoGame/MaxPayne'' series thanks to [[SaveScumming Quick Saves]], the console ports of the first two games were forced to use spaced-out checkpoints. In a game where a single shotgun blast can almost kill Max if you're unlucky, and explosions almost always kill you instantly. It gets worse in ''Max Payne 3'' because not even the PC version has quick saves. It's taken to the logical conclusion with Max Payne 3's [[TimeTrial New York Minute]] mode, especially on [[HarderThanHard Hardcore.]] You have to play through the entire game on a single life with a time limit ticking down; the main goal is extending the timer as high as you can through constant headshots and kills, and the cutscenes freeze the timer. But if you die even once, you have to start the entire run all over again.
* [[ThatOneLevel That One Room]] in ''VideoGame/ResidentEvil4'''s castle is not only a fair distance from the nearest typewriter, but it has no checkpoints other than the entry point. If you fail, you start the battle from the very beginning. Worse is Chapter 4-1, which is not only extremely long with few checkpoints or save points, but has a larger amount of tough enemies as well.
* One of ''VideoGame/SyphonFilter: The Omega Strain'''s {{scrappy mechanic}}s is that unlike previous games, the level remains in the same state when you respawn at a checkpoint, and there's no way to save mid-level either, so if you screw up a mission objective, you have to restart from the beginning of the level.


[[folder: Tower Defense ]]

* ''VideoGame/BloonsTowerDefense'' has the extreme tracks, which prevent you from saving '''at all''' unless you're playing the mobile version.


[[folder: Wide Open Sandbox ]]

* The ''VideoGame/GrandTheftAuto'' series has a lot of this, though it gradually got better.
** The very first game only allowed you to save between levels. The first level, taking about an hour to complete was bad enough, but the final level takes 5-6 hours to grind enough points to complete. That's beyond "I'm going to play, I may be some time" and into skipping meals/sleep to get through in one sitting.
** All of the games in the GTA 3 era had zero saving at all except for icons at safehouses, with ''VideoGame/GrandTheftAutoViceCity'' being the first to incorporate the ability to purchase new ones to make saving take less driving time. In all of them, failing a mission required you to drive all the way back to the starting location and restart the entire mission; you rarely got the option to skip part of the long drive through the mission. ''VideoGame/GrandTheftAutoSanAndreas'' incorporates Vice City's purchasable safe house system and still lacks actual checkpoints within the missions except for the finale.
** ''VideoGame/GrandTheftAutoIV'' introduces autosaves after missions, but if you happen to turn it off, you only have one safehouse in each borough (and you [[spoiler: lose the Broker one early in the game and never get a new one]]), while the DLC only gives one or two safehouses for each protagonist in the ''entire city''. Thankfully, the game introduced the ability to restart a mission via your in-game phone immediately after failing, but very few do anything but simply start the mission again from the beginning. The Ballad of Gay Tony DLC for IV finally addresses the issue by adding checkpoints, they are still quite scarce, though, each mission usually having one checkpoint.
** ''VideoGame/GrandTheftAutoV'' finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally [[LostForever kill that potential crew member on the way to the goal.]]
* ''VideoGame/SaintsRow1'' had no checkpoints within missions. The hardest missions always, '''always''', without fail, started out with a long, boring drive across the whole city before the action started. Have fun doing '''that''' over and over.


[[folder: Web Comics ]]

* ''Webcomic/BrawlInTheFamily'' imagines what it might be like for Mario if his sole "checkpoint" was his birth in [[http://www.youtube.com/watch?v=tpeXTgwh7F4 this animated strip]].