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Anti-Frustration Features

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A path flowchart system in Hayarigami 2. Very handy for a visual novel game.note 

"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, Zero Punctuation, on Bayonetta

Anti-Frustration Features (sometimes called "Quality of Life" features for obvious reasons) are instances in a game designed to alleviate frustration, either in normal gameplay or from previous series iterations.

There are two variants to them. The first is 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 Obvious Rule Patch to prevent unwinnable situations from developing, such as if a given Boss Battle mandates the use of one specific weapon with limited uses (be it Breakable Weapons, Cast from Hit Points, or a simple lack of Bottomless Magazines). It can also occur in other situations, but those are less common.

The second is where they come in the form of very minor changes to the game or interface that provide great conveniences to the player, which removes great sources of frustration that were absent in the prequels or similar games of their genre. For instance, the ability to quickly return to any branching point in a Dialogue Tree within a visual novel, or the addition of little icons on a minimap to allow the player to know where to go to proceed the plot.

See also Acceptable Breaks from Reality for when it is the rules of reality that are changed, and Player Nudge for when the game helps you out only in times where the solution isn't obvious. Can sometimes lead to some slight backlash, and take the form of Suspicious Video Game Generosity. Not to be confused with Mercy Mode. Direct opposite of Classic Video Game "Screw You"s. Mercy Invincibility is the subtrope where the player is immune to damage for a few seconds after getting injured. Related to Anti-Rage Quitting, where the developers try to keep players from being frustrated at other players as opposed to the game itself.


Examples:

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    Action Adventure 
  • As mentioned in the page quote, 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 Press X to Not Die moment so that, even if you fail the quicktime event, you don't lose more than a few seconds of progress.
  • The Batman: Arkham Series 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 Batman: Arkham City and Batman: Arkham Origins, 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.
      • And since it's easy to lose track while battling a bunch of Mooks, the informant glows green to make him stand out.
    • Typically, if Batman falls into any pool of water, he'll just grapple gun right back to a safe platform. In Batman: Arkham Knight, 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.
    • Batman: Arkham Origins (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 Assassin's Creed: Brotherhood 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 Assassin's Creed IV: Black Flag, 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.
    • A series-wide example is that the final bit of health is valued more than the rest, allowing you to take more hits than you think you can when near-death.
  • When you die in Beyond Good & Evil, 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 Final Boss. 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... annoying, this is quite a boon. The Final Boss has a checkpoint halfway that's the same way.
  • If you die to a boss in Cave Story, 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 Brutal Bonus Level 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.
  • Clash at Demonhead
    • If you need to buy some items but use up your stock of Shop Calls, you can go to the "WELCOME" sign on Route 5 to have the shop appear for free.
    • The shop's stock rotates depending on how many times you visit it, but the Password Save-granting Microrecorder items are always in stock.
  • Several examples from Copy Kitty:
    • 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 The Emperor's New Groove video game, the Catacombs levels have stages where you ride Yzma and Kronk's rollercoaster into their lab. The developers seemed to have anticipated that the levels would be difficult due to the high speed, frequently reversing your controls, and lack of checkpoints, so the level doesn't have a health bar or count any falls into the Bottomless Pit as deaths and take you from the top.
  • Freedom Planet
    • 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.
    • Milla also doesn't have to fight the end boss of Final Dreadnought 2, though there is a very good reason for that.
    • 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 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 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.
  • Horizon Zero Dawn will have Aloy muse that she could use her Focus, if the player doesn't catch on right away to do this in order to accomplish a mission objective.
  • Iji gives you a pre-made Resonance Reflector for your 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.
  • The Last of Us
    • 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.
      • This is also true of Naughty Dog's Uncharted series. It is often criticized for this lack of immersion, but the alternative would be very frustrating and would be criticized just as much. On the other hand, if the player is already spotted, the AI escorts will also be visible to the enemies.
    • 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.
    • Despite the emphasis on survival and limited provisions, specific scenes where you're required to use a specific gun, the game will quietly give you unlimited ammunition for it to ensure the segment isn't Unwinnable by Mistake.
  • The Legend of Zelda:
    • Whenever you die in Zelda II: The Adventure of Link, you usually start at Zelda's palace. However, this doesn't apply to The Very Definitely Final Dungeon. 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. Also, if you died to Link's Shadow, therefore having already beaten Thunderbird, you do not have to fight Thunderbird again. This isn't done for the sake of kindness but for a technical reason, however: The original version on the Famicom Disk System had the Great Palace on Side 1 of the disk while the majority of the game was on the second side, so the checkpoint was implemented to avoid forcing a disk swap when you ran out of lives.
    • 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 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 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. Justified in that 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 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 Anti-Frustration Feature 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 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 Skyward Sword, you can bet that there will be a bomb flower or two nearby so you can replace the bombs you lose.
    • In Majora's Mask, the underground tutorial level and the Goron mini-dungeon in the Moon are the only two places where falling into a pit doesn't do any damage to Link. As the former you're learning the brand new Deku Link controls and in the latter you will be falling a LOT especially if you're trying to get the heart piece, this gives you some leeway to play around. Any other area in the game costs you a full heart if you fall into a pit.
    • In 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.
      • Speaking of Golden Skulltulas in Ocarina of Time, the map screen will tell you whether you've cleared an area of Golden Skulltulas by displaying a Golden Skulltula symbol next to the area name. For dungeons with a Dungeon Map, you have to enter the dungeon itself to check, but it is still a great help in determining where to look for them.
    • In Spirit Tracks, your train will magically flip in the direction you want to go when exiting a station or a portal.
    • In 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 Tri Force Heroes, you at the very least get a few "sympathy rupees". In online play you can also blacklist "false heroes" (griefers) 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 Socialization Bonus.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 changed to reduce frustration from the Gamecube version: 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, 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 that Link takes damage while sailing, he isn't knocked off his boat anymore. Select attacks and obstacles (like explosive barrels) can still knock him off, though.
      • 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.
    • In Breath Of The Wild when scaling a vertical surface you can either climb, which is slow and steadily drains your stamina, or leap upward at the cost of a good chunk of your stamina meter. You can always leap, though, no matter how low your stamina meter has dropped. This means if you're just not going to have enough energy to make the ledge, you can make one final leap of desperation to reach it. You also get a little bit of a "grace" period where if you're just about to the top and you run out, the game will let you finish climbing.
  • Aladdin (Virgin Games):
    • 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 Mickey Mania will not earn you a Game Over, as the game will Hand Wave you to the next area with a message to the effect of "Mickey has broken all the trolleys so he walked instead". 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 Game-Breaking Bug 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 elsewhereanother . Sonic 3D Blast 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 Ōkami 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 Goof Troop, if you get a Game Over, the Password Save system will remember the last password you obtained, allowing for a quick continue.
  • The Time Travel powers in the Prince of Persia 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 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 "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.)
    • If the player still can't hit the last few blocks in a level, a lightning will strike them and destroy the blocks instantly.
  • Likewise, Wiz Orb 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 ToeJam & Earl, the game will eventually give you a random beneficial present upon respawning.
  • Cuphead has the Marathon Battle against King Dice, where you're forced to battle at least three out of nine mini-bosses in the King's Court, and then the King himself, all on one life. It's notably the only time in the game where you can replenish health mid-stage: certain boss battles grant a "Health Up" when you land on them and give you an extra hit, labelled as heart icons on the roulette board. A patch released for the game now ensures that if a player dies during each battle with one of the mini-bosses in co-op mode, they will automatically return to life at the King Dice board with 1 HP once their surviving partner has defeated the mini-boss. Oh, and the "Start Over" square will now trigger only once per attempt.
  • In the original Dreamcast release of Sonic Adventure, the Egg Carrier chao garden had a very deep pool of water that chao liked to drown in. The water was so deep that it completely submerged all player characters, making it impossible to reach the flailing chao when they swam out too far. The Updated Re-release rectified this by lowering the water level so it was shallow enough to rescue them.

    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 pointlessly trying every object on every pixel of every screen.
  • The Dame Was Loaded had a tuxedo needed at one point to get into the Blue Angel nightclub. If you miss it the first time, there’s 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.
  • Ghost in the Sheet 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.)

    Card Games 
  • Yu-Gi-Oh! Duel Links 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.
  • Magic: The Gathering:
    • Usually, mechanics that prove too annoying or too complex to explain or track are simply not reprinted or printed on new cards, removing them from most formats.
    • +1/+1 and -1/-1 counters nullify each other entirely, so a creature that has had 3 +1/+1 counters and 1 -1/-1 counter placed on it has 2 +1/+1 counters on it rather than 4 counters total. While there are a handful of cards that would care about such things, keeping track of multiple types of counters on a single creature is enough of a hassle that it's not worth doing so for the two most common counter types that simply negate each other's effects, just for such cases.
    • Some old cards care about the order, not simply the contents, of a player's graveyard. Figuring out what order things that should enter can be irritating, and players might like to be able to e.g. put a card with flashback on top to remind themselves they could play it. Consequently players are given the ability to rearrange their graveyards at will in any format these cards aren't legal, since there's no way the order can be relevant (and in casual play the rule is normally ignored anyway, because the cards that make it matter are rare, unpopular, and not even very good).
    • 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. Additionally, the ability to destroy lands has been slowly but heavily nerfed, to the point where the only formats where land destruction cards are made also include other ways to obtain mana. Land destruction is still a viable strategy with a deck, it's just not as much of a Game-Breaker as it used to be.

    Edutainment Games 
  • Super Solvers 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.

    Fighting Games 
  • The otherwise insanely-powerful-even-for-an-SNK Boss of Arcana Heart 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 Battle Fantasia'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 Dissidia: Final Fantasy 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 Mooks, 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 Final SNK Boss as many times as they need to without penalty. Nice of them.
  • The King of Fighters 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 final boss.
    • In the remakes of '98 and 2002, failing any combination of the challenge games 100 times unlocks everything in the game automatically.
  • 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...
  • Street Fighter has this feature called Negative Edge. Normally to perform special moves or super moves you do the motion then press the attack button. Negative Edge allows one to hold the attack button, perform the motion, then by releasing the depressed button, the special is performed. This allows chaining particularly hard combos and allows easier performance on special moves. This has since been used by other fighting games.
  • Street Fighter III 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 Mortal Kombat 9, 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 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 Anti-AI moves to beat the SNK Boss.
  • Super Smash Bros.
    • 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.

    First Person Shooters 
  • Don't tell the other splicers, but Bioshock gives you the Dungeon Masters Girlfriend treatment:
    • Enemies deliberately miss their first few shots at the player, alerting you to their presence so you aren't instantly killed. Their first shot is guaranteed to miss and the next few have very poor accuracy.
    • Big Daddies move much slower when you are not looking at them to not only spare you getting drilled from behind by surprise, but also to allow you to easily run away from the buggers if you need to.
    • And most notably, you can't truly die in the game. Dying just kicks you back to the nearest Vita Chamber and any damage or kills you've gotten on enemies are retained.
  • Bioshock Infinite 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.
  • 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, Death Is a Slap on the Wrist thanks to the New-U stations, which only consume your Money for Nothing, scattered about.
    • In a mid-game mandatory Escort Mission where 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 Big Bad himself will remark on how much you're sucking at the job. Afterwards, the beacon becomes completely invulnerable. The Difficulty Spike said mission presents in single-player means that, to a first-timer, it makes completing the mission possible.
    • 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 Brothers in Arms 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 Bulletstorm, you never run out of PMC ammo. If you happen to run out, you instantly spawn another full clip.
  • In Dino D-Day, The Dilophosaurus can pick up a downed enemy and throw them at another player to instantly kill both. However, knocking down someone can prove to be a difficult task (especially if you're out in the open, since you become a sitting duck for gunfire), so there are harmless goats scattered around every map for you to freely pick up and throw.
  • In Doom (2016), killing enemies when you're low on health will cause them to drop health containers. Performing a 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.
    • The healthbar consumption under damage is treated as non-linear, with the last ticks containing more "hit points" than the first ones. According to the developers, it has been made with an intention to invoke Last Chance Hit Point experience when playing on Ultra-Violence and Nightmare difficulty levels.
  • Half-Life 2:
    • If you find an infinite ammo crate, expect to use it liberally.
    • The Very Definitely Final Dungeon 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... 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!
  • Halo series:
    • When fighting the Anticlimax Boss of Halo 3, Sgt. Johnson gives you a Spartan Laser, which at the time is 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.
      • There's even a small nod to this as well. The Spartan Laser you're given is at an ammo capacity of 77 out of a possible 100. Given that the laser normally fires in increments of 20, such an ammo count should be impossible, cluing the player into its' significance.
    • Games from 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 Halo: Reach, 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.
  • Jedi Knight II: Jedi Outcast and Jedi Knight: Jedi Academy 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 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.
  • Left 4 Dead:
    • 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 Take Their Time.
    • When you go down, your survivor pulls out a Pistol to defend themselves until someone helps them up. In Left 4 Dead 2, you can discard your Pistol or Magnum for a melee weapon. If you happen to go down while having a melee weapon, 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 Magical Defibrillator. 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 Medal of Honor: 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.
  • Metroid Prime 2: Echoes 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.
  • 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.
  • 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.
  • Team Fortress 2:
    • Official servers would scramble the teams if one team kept losing very badly. If the teams are skewed in one side's favour (usually from multiple members leaving), autobalance kicks in to shift players into the smaller team.
    • 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 Limited Loadout, 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:
  • In Quake I, every time you exit a map with less than 50 health, your health will restore back to 50 on the next map.

    Hack and Slashers 
  • Dante's Inferno gives you health back slowly if failing repeatedly.
  • The Devil May Cry 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.
  • Diablo series:
    • In Diablo II, 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 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 Diablo III, 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 be unable to use your bottomless potion during the fight. The respawn rule is even more lenient; you just go back to the previous checkpoint, which is almost always right outside the boss room. The higher levels of the Torment difficulty seems to be tuned with endless respawns in mind. The 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 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.
    • A notable aversion to this is Hardcore Mode. If you die for any reason, even if it was outside your control (like server lag), that's it; Blizzard will not revive a dead Hardcore character, no matter what.
    • In Set Dungeons, losing all of your life doesn't kill you, but just sends you back to the beginning of the dungeon, even if you're playing on Hardcore Mode. Also, a town portal can't be interrupted in a Set Dungeon, in contrast to the usual rules where a player can't move or defend themselves while casting the spell. So if a player wants to leave and come right back in to try again, there's nothing stopping them.
  • Any time you die in Drakengard 2, you're allowed to keep whatever experience points and gold you acquired before dying — the Game Over screen outright tells you "Select 'Yes' to retain your experience points."
  • The God of War Series 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.
    • In God of War (PS4), if you accidentally forget to pick up a unique item after an encounter (like a Frozen Flame upgrade for the Leviathan Axe), the blacksmiths will put the item in the "Lost Items" section of their shops, where you can claim it at no cost.
  • Magicka 2, in contrast to the 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.
  • Metal Gear Rising: Revengeance:
    • Rocket launchers are conspicuously placed (even on the harder difficulties) right before encounters where they might make things a bit easier. Emphasis on '''might'''.
    • Since the game as a whole lacks Mook Chivalry 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 you really shouldn't need healing for him.note 
  • Warriors: Legends Of Troy 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 Castlevania games:
  • Enemies in Red Steel 2 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.
  • In Hyrule Warriors, Young Link's main mechanic revolves around staying in Focus Spirit mode for as long as possible, as his regular attacks are rather underwhelming outside of it. Thankfully, in a mechanic unique to him, his Magic Meter stops draining when he's executing a Weak Point Smash preventing it from eating up precious time, and if he runs out of magic in the middle of a combo move he will finish it before ending Focus Spirit, potentially killing enough enemies to refill his magic gauge and thus not end Focus Spirit. The Magic Meter also stops draining when using his special move which refills it from the SP bar, preventing him from wasting more time than he would gain.

    Idle Games 
  • In 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.
  • Patch 4.8 of Trimps added a new Heirloom tier which didn't allow to reroll bonuses, making hunting for the perfect ones a weeks' long quest. Sixteen days later, Patch 4.81 brought up the odds somewhat by giving each Heirloom of that tier a bonus empty slot.

    Maze Games 
  • In Bomberman 64, before the big boss fights, Sirius provides you with Remote Control bombs to make the fight easier.
    • That's until you 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 Chip's Challenge, 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. 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 Carrie's Order Up!, 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 Secret Character, 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.

    Metroidvania 
  • Shantae
    • Starting with Risky's Revenge, the games distinguish between Bottomless Pits and pits that lead somewhere else by giving the bottomless pits skull-and-crossbones marks that float up as a visual cue not to fall.
    • In Shantae and the Pirate's Curse, "Run, Run, Rottytops!" makes Shantae and Rottytops, whom Shantae is carrying to safety, both a One-Hit-Point Wonder. 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 No-Gear Level 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 holding her butt with a shocked expression on her face).

    MMORPGs 
  • In City of Heroes, 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 Patrol feature, where you gain a double XP bonus based on how long you are logged out, helps even more. Now, when you 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 Dynasty Warriors Online, 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. (Although, some plays may see that as a problem)
  • The Gaia Online 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.
  • Granblue Fantasy:
    • If you retreat from a quest that you've never finished, then you're refunded the AP that you've spent. Additionally, if it's a story quest, you get a stat bonus if you retry the quest in the next hour that stacks up to five times.
    • If a character is on their 5★ uncap, then they'll be able to gain Extended Mastery Points even if they aren't at their level cap. Levels past 80 can be very grindy, so it helps that the uncap doesn't have to be delayed just to grind Extended Mastery.
    • Some specific weapon types obtained through a lengthy process of grinding and forging (i.e. Awakened Revenant Weapons, Seraphic Weapons) cannot be sold, reduced, or used as fodder.
    • A weapon cannot be used as an EXP fodder for its duplicate (i.e. Celeste Claws cannot be used as EXP fodders of other Celeste Claws), since the ideal use of a duplicate, especially SSR weapons, is to uncap another copy and not upgrade it.
    • The ability to tag weapons and summons as your "Favorites". Not only it acts as a filter for your inventory, it will (by default) prevent your weapon or summon from being accidentally sold, reduced, or fed to other weapons or summons when using the Auto-Select button of the upgrade menu.
    • For the game's 4th anniversary 10-draw special event, you'd get a roulette once a day where you could get 10 (highest chance), 20 (almost as high of a chance), 30 (decent chance) or 100 (very low chance) draws, completely free of charge. If, on the last day, you hadn't gotten the 100-draw prize over the course of the event, the roulette would just guarantee you 100 draws.
    • The puzzles featured in the "Detective Barawa: The Jewel Resort Incident" can be solved by clicking on the "Show Solution" button, as it gives the direct answer instead of providing clues or hints to the puzzles.
  • In Grand Chase, 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 Kingdom of Loathing 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 (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 naughty sorceress would be less likely to use her ability blocking talents each time she defeated you. Since she also scaled to your stats this could be the only way to defeat her, short of praying for help from the Random Number God for some players who didn't know how her scaling worked and relied heavily on abilities.
  • Especially in the newer quests, 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.
  • Star Wars: The Old Republic 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 Fake Longevity.
  • 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.
  • World of Warcraft has several of these:
    • In the base game, one of the things that helped it become popular was that, for its time, the game had a lot of anti-frustration features compared to a lot of MMORPGs at the time. For example:
      • The fact that you could level up to 60 (max a the time) by yourself. Even EverQuest and Dark Age of Camelot often made it significantly easier when you had a group.
      • Dying in World of Warcraft was significantly less traumatic than in other games. Most other games, upon death, your body would explode into a pile of loot (with only a few items that would remain your inventory) and you would be given either an XP Debt or a flat out penalty to xp. Once you gained experience, your experience would stay. This, along with the fact that items would stay in your inventory was a big thing at the time.
      • Quests were marked by NPCs having quest markers on them. Before, you had to speak to an NPC to see if they had a quest.
      • Gatherable resources like Ores and Herbs could be tracked by players and would appear on the mini-map.
      • For that matter, player-caused deaths did not cause durability loss.
      • The concept of soulbound gear and resources was another one itself. Most other MMORPGs at the time allowed virtually any item to be traded and thus sold to players, and sometimes they didn't even have a minimum requirement to equip the item. Thus, players would save their suits of gear and give it to a lower level player and cause them to receive a massive competitive advantage. Most items could only be used by one player, even the high quality items you could transfer. (Which, at endgame, were often inferior to what you could get from a dungeon)
    • 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 Attack! Attack... Retreat! Retreat!. 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 Vendor Trash items, and no one wants to try to complete a quest only to learn that they accidentally sold their "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 Fake Difficulty present in "Vanilla" and Burning Crusade, 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 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 The Load 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 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 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 "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 NPCs 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 Good Bad Bug.
    • 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.
    • Increasing the amount of money dropped as expansions went on. This made things like getting the maximum level of riding for your mount much much easier.
    • Mists of Pandaria introduced the Proving Grounds, an area where your character goes, selects a role (tank, dps, or heal) and fulfills that role with a group of 4 NPCs against an enemy encounter that does a reasonably good job of replicating a series of dungeon fights. To be able to queue for more difficult dungeons as that role you need to have completed it on the silver difficulty level. This has the twin benefits of letting people get a little practice with a new role without screwing other people over, and ensures that you'll be grouped only with people who are at least capable of being halfway competent.
    • 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 Arbitrary Headcount Limit. This system will be expanded upon in the next expansion to become the default option for raids.
    • While this mechanic is rather common amongst MMORPGs today (and 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.
  • Final Fantasy XIV
    • Failing instanced story battles will have your character blessed by the power of "Echo" which increases your health, damage, healing and defense. Repeatedly failing will give you even more stacks of Echo until you're strong enough to just 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 FF 14 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.
    • Many of a Stationary Boss show up in several raids, which would make attacks requiring the correct positional impossible. In those cases, the boss is programed to always be "facing" from the side and from the rear so that your attacks are always effective despite the boss not actually facing those directions.
  • Aura Kingdom
    • 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 Eden Eternal, 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.
  • Guild Wars did not feature a durability mechanic, and instead punished you for dying with a "Weakness" debuff that would slowly go away with every enemy you killed - not every enemy group, every enemy. This meant that while you still were punished for dying, the punishment was far less annoying than losing your entire inventory.
  • In Guild Wars 2, the Desperation Attack in the form of downed skills is this, as it gives players a chance to recover after getting their HP depleted and avoid death.
    • All classes also share a common Downed Skill, Bandage, which slowly puts them back on their feet. Very handy if you have run out of enemies to kill for a Rally, have no allies to help revive you, or the fight has moved somewhere else leaving both sides too busy to finish or help you.
      • Additionally, when you are downed underwater, you either go to the surface to slowly recover or can use Bandage - with Bandage now letting you also move around as you are not immobile unlike when you are downed on land. This lets you swim away and recover if swimming to the surface is unavailable.
    • Also one of the personal story missions for those who chose to join the 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. (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 (Or Scourge) 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.
  • Billy vs. SNAKEMAN 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.
  • In Kingdom of Loathing, 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.

    Multiplayer Online Battle Arenas 
  • League of Legends 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, 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.
    • The "/remake" feature was added to avoid to deal with a match where a team have an afk player. If so, within the start of the game the afk player's team can vote to end the match prematurely, ending in draw for everyone and penalizing the afk-er.
  • In Heroes of the Storm, if an ally disconnects from a game, their role will be picked up by the computer so that you still have a full active team instead of having one or more players parked in your base. AI players will even attempt to respond to player pings.

    Platformers 
  • While Eversion has its challenging levels, it gives players a huge saving grace by keeping track of each gem they pick up even if they die or restart the level, meaning that once you get the trickier ones (such as in the levels with an Advancing Wall of Doom) you don't have to pick them up again if you die, and you can still achieve 100% Completion without clearing the levels in a perfect run.
  • IOS game 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 Fade to Black with a quite rustle of the leaves.
  • Binary Boy 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 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 Crash Bandicoot 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).
  • Distorted Travesty allows you to change the difficulty level whenever you die... unless you're playing on Distorted difficulty, which locks you into it for the rest of the game.
  • If you run out of ammo in Earthworm Jim, 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 Epic Mickey, 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 Freeze ME is a lot more linear than the other levels, so it uses the game's Teleporters as checkpoints to prevent the player from having to redo large sections of the level before they gain the ability to fly.
  • In I Wanna Be the Guy and its 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—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 I Wanna Be the Guy 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.
  • Kirby:
  • In Kirby's Return to Dream Land, if you die during the second phase of the Final Boss or the second phase of the Metal General EX battle, you'll completely skip the first phase upon re-entering the boss room.
    • One of this phase's first attacks is throwing a bunch of mooks at you. The first one spawned will always carry the copy ability you had to ditch in the previous phase of the fight (due to you having to use Super Copy Abilities) if you entered battle with one. This means you can get your Tornado ability back and not be stuck with having to inhale and spit stars at the boss.
    • 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 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.
  • Kirby Star Allies
    • Objects which require an ability that you don't get from a miniboss usually have an ability pedestal you can use to either take the ability yourself or spawn a Friend with that ability to deal with the object.
    • Objects which require multiple characters have a plate which shows how many you require; should this be early in the area, respawning enemies will be present to help round out your ranks, even if they have to spawn in front of you.
      • The pedestal for the Star Allies Sparkler requires a full party of four. If you enter the area or defeat Hyness without a full team, Friend candidates will spawn in until you have enough. This allows you to use the pedestal without having to leave the stage.
  • Most Metroid games in general tend to bias Random Drops items in favor of items that you need. If you're low on health, you'll see more health pickups. In some of them (such as Super Metroid), 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.
    • In Metroid: Fusion, 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 1% Run, as you only get one missile expansion.
  • Realizing that "Nintendo Hard Platformer" is a frustrating enough formula, the developers of Mirror's Edge 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 Rockman 4 Minus Infinity. In addition, dying three times on the final Escape Sequence causes the spikes to turn green and only do one damage, in addition to giving you more time.
  • Mega Man Legends gives you the option to retreat and restock before facing the Balcon Gelede: odds are your ammo is drained and your ship beat to near hell after facing the rather long naval battle that proceeds it.
  • Fail a mission in Sly Cooper and the Thievius Raccoonus enough times, and you'll start it with a 'lucky horseshoe', moving you from a One HP Wonder to a Two HP Wonder. Later games used a Life Meter, 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.
    • Enemies can also occasionally drop lives and the game seems to show mercy by MASSIVELY increasing the chance of this happening if you're low on them and have been dying a lot. Notably it might throw you a bone and let 2-3 enemies in a row drop them if you're on your last.
    • One case in particular: in 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.)
  • Super Mario Bros. 3 had several to keep from being too Nintendo Hard:
    • Upon a Game Over you are booted back to the beginning of the world and all the levels you beat are unbeaten. However, doors unlocked by defeating castles remain open (allowing you to skip half the world if you were over half-way) and Toad's Houses are also restored so you can stock up on some items.
    • The infamous World 6-5 requires the difficult and specific tactic of dodging a swarm of block throwing enemies with a Koopa Shell and Raccoon / Tanooki power long enough to build up flight to carry it above to kill enemies blocking the exit pipe. The area contains a pipe which takes you to another screen that gives a free power-up which, since it's in another area, not only restores all the ? blocks but also the Koopa, letting you have as many tries as the timer (and your sanity) will allow. Even if you die or run out of time, the stage also contains a very easy to acquire free life.
  • Super Mario Maker has a rule that you must beat your own stage to upload it, and allows anyone to download your stage and plop it into the level editor to see how it ticks and even change it. The former means level designers are limited by their own skill level when it comes to difficulty and outright prevents Unwinnable by Design troll levels. The latter means that if a designer decides to circumvent this rule by hiding an easy but well-hidden shortcut for themselves, it will swiftly be found and pointed out in the comments for everyone to use.
  • Super Mario Odyssey:
    • Any Regional Coins you collect are saved the moment you get them, as well as any Moon fragments found in other stages and any fruits that Yoshi eats in the kingdoms he's found in. This means if you die, you don't have to recollect any of this stuff.
    • Lives don't exist any more, with Mario simply losing coins and respawning at the last flag/door he passed if he dies. Because of this, dying in a level is much less of a hassle than it used to be.
    • Cappy will tell you if a secret level has any Power Moons or Regional Coins left to find in it. If Cappy says "There looks like there isn't anything left to do here", a player will know to move on.
    • Capturing an underwater enemy and then leaving its body will automatically refill Mario's air meter, meaning Cheep Cheeps are a useful alternative to air bubbles in certain situations.
    • Three seperate hint systems exist for players needing help to find Moons. These are Hint Toad (who marks a Moon location on the map for 50 coins), Talkatoo (who adds the name of a random uncollected Moon to your Moon list for free) and Uncle Amiibo (who is only usable by scanning an amiibo, but gives even more advice). This means a stuck player can eventually get both a description of the Moon and its general location if they just can't find it on their own.
    • In the postgame, you can buy Moons from the Crazy Cap stores for 100 coins each. Hence you've got a way to unlock the postgame kingdoms and costumes even if you can't beat all the missions.
    • Captured enemies will become stunned if Mario exists them, meaning he can Capture them again or get away without the possibility of being attacked. They'll also warp back to their original location after a certain amount of time, making it easy to find them again for later.
  • Super Mario World:
    • Every version of the game has a split-second "grace period" where Mario/Luigi can still jump after just barely running off a platform, preventing players from needing pixel-perfect timing when running, or allow them to panic jump back onto a platform.
    • The original SNES version disables the time limit upon reaching the Final Boss as the 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 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 New Super Mario Bros. 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 Cosmetic Award though.
  • Super Mario Sunshine:
    • 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 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 Extra Life (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.
  • Sonic the Hedgehog
    • One of Sonic the Hedgehog's signature abilities, the Spin Dash, came about because of one of these. In 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. Sonic the Hedgehog 2 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.
    • Sonic Heroes: During some boss fights, the players can gain level 3 with one orb container.
    • In the Game Gear/Sega Master System version of Sonic the Hedgehog, the labyrinth boss battle takes place completely underwater, but you cannot drown on the stage. because the drowning timer is turned off.
    • Sonic Erazor has the 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.
    • Sonic Mania
      • Most of the level layouts, enemies and obstacles taken from previous games have been toned down in difficulty, starting with the platforming sequence from Green Hill Act 2 that now has a bed of spikes instead of a bottomless pit. Mechanics that slowed the pace too much, such as the elevators from Flying Battery, have been left out as well.
      • The boss of Chemical Plant Zone removes the stage timer for the duration of the fight, mainly because of the Unexpected Gameplay Change and the RNG involved with it. Furthermore, Eggman's AI for it is also pretty bad, so as to give the player a good chance to win since it's an early-game boss and players may not be familiar with the source material and its strategies. Despite being based on original rules, the aforementioned boss includes Double Rotationnote , a function that was originally introduced in Tsu.
      • The Final Boss area is considered separate from the atrociously long Marathon Level that precedes it, and resets the timer upon entering the area, as well as setting a checkpoint right before the boss.
      • Though the Special Stages have a simulated low draw distance, the Chaos Emerald-carrying UFO always remains visible regardless of how far away it is, preventing the player from losing track of it.
      • Unlike in past entries, stage elements aren't used up by the AI-controlled character in a Sonic and Tails game, an "& Knuckles" game or in Encore Mode, so the AI won't deprive the player character of an oxygen bubble, platforms won't fall before the player stands on them, etc.
      • In Oil Ocean Zone Act 2, entering a submarine and then exiting it will reset the ring-stealing toxic fumes. Additionally, the fumes mechanic is removed completely for the boss fight.
      • At the start of the True Final Boss fight that is only playable after getting all seven Chaos Emeralds, just before your character turns Super, they are silently given a Lightning Shield to help collect the rings that fly across the stage.
    • Sonic Unleashed and every Sonic game since then puts a sign over a Bottomless Pit, indicating which pits are bottomless and which aren't, avoiding players having to find out for themselves through trial and error.
  • Super Meat Boy, being the Nintendo Hard 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 The Adventures of Lomax, 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 Single-Use Shield 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 TY the Tasmanian Tiger, if you already have 299 Opals in a level (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).
  • Yoshi's Woolly World 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.
  • Rayman has what the developers call "Coyote Time", where you're given a grace period after leaving a ledge to perform the jump.
  • In King of Thieves, if you find yourself getting killed repeatedly by the same trap in an opposing player's dungeon, that trap will be removed for free until you either complete the dungeon or give up.
  • Rabi-Ribi's "Dodge Master" achievement series requires defeating bosses with no damage taken. However, several particularly-long late-game bosses will allow you to take one to three hits depending on the boss and still get the achievement.

    Puzzle Games 
  • The 7th Guest 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 the Microscope puzzle, which is based on AI intelligence - not a problem in the Windows 3.1 days, but nigh-impossible now.
  • Bendy and the Ink Machine has a few: when killed, Henry re-spawns at the nearest Bendy statue; and progress-critical items shine to make them more discernible in the sepia-tone environment.
  • 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 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.
    • Alpha Bounce 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 Looney Tunes Game Boy Color 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.
  • Portal makes use of AFFs throughout both games.
    • If you fall towards an open floor portal that you'd otherwise slightly miss, the game will nudge you towards it.
    • You can move out of an infinite fall in a way that would not be possible in real life.
    • You can't take fall damage, so you could fall for a while if you felt like it. Justified by the player character, Chell, wearing leg springs specifically to prevent fall damage in-universe.
    • You can't slice yourself in half by placing a new portal when you're halfway through one.
    • 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.
    • 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.
  • 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:
      • Tetris: The Grand Master 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 Tetris: The Grand Master: 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. It helps, because TGM in particular is still very, very Nintendo Hard.
  • 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 The Butterfly Effect) there aren't any other path indicators leading from it.
  • The Talos Principle:
    • 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 
    • 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.
    • Standing in the path of laser beams for about one second disrupts themnote , but merely passing through them doesn't, which saves a lot of time once the beam puzzles start getting complicated. Also, contrary to the ones in Portal, lasers in this game don't hurt the Player Character.
  • Elemental Story:
    • 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.
  • Pony Island:
    • 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.
  • The Witness:
    • 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 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.
  • The Turing Test: You can reset a puzzle that you managed to get stuck on by selecting it from the menu.
  • Puyo Puyo
    • The arcade games reduce the Puyo's drop speed whenever the player uses a continue. It will only do so twice per enemy, though, so Puyo will still drop ridiculously fast against late-game opponents. This seemingly does not carry over to the home ports.
    • Games from Tsu onwards introduce Double Rotation: If your current Puyo pair is in a shaft one column wide, you can still rotate it to flip the order of Puyo by pressing either rotation button twice.
    • Nazo Puyo: Arle no Roux lets the player take a (larger-than-normal) health penalty to give up on the current puzzle and receive a new one. Rulue no Roux, on the other hand, cruelly subverts this by making the puzzles that you passed on earlier in the game reappear near the end.
    • All the Puyo Puyo games in the SEGA era have a cheat code which unlocks everything EXCEPT the in-game shop's content note  removing the need to play through the entire game.

    Racing Games 
  • The rewind feature in 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 turned off (before the race) for a larger credit bonus
  • In Gran Turismo 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 Mario Kart 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.
    • The franchise also did away with screwing up a jump that crosses over a previous section. Straight from 1st to 8th because you got hit with a red shell? No, thank you! This only happens in the first game; in the later ones, Lakitu will save your sorry ass.
  • 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 the PlayStation port...
  • Test Drive 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 Duel Boss races.
  • The enhanced version of Spelunky has one right at the start of the game: when you enter the dungeon, there is always a pot, skull or rock right next to your adventurer, so you have something expendable to drop down and trigger any arrow trap you might immediately encounter.
  • Starting in Wangan Midnight Maximum Tune 4, if a Story Mode stage is going south and you have retire (which force-quits your current play session, triggered by driving the wrong way for 3 seconds) enabled, retiring before the opponent crosses the finish will not count the stage as a loss. This is very useful, because there are rewards for completing cycles of Story Mode with no losses.

    Rail Shooters 
  • The fourth Time Crisis 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 Goddamn Bats 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.
  • Star Fox 64 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.

    Real Time Strategy 
  • Starcraft II 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 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. <Hero> Must Survive 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, it's a lot of fun.
    • The Legacy of the Void single player campaign, the player's High Templar cannot damage friendly units with Psionic Storm. Additionally, High Templar (as well as the unit's alternatives, Ascendants and Dark Archons) are given a normal attack, giving them a use even if the player doesn't know how to utilize their spells.
  • In 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 Fog of War so you can see where the remaining enemies are.
  • In Clash of Clans, 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.

    Rhythm Games 
  • In the single American version of beatmania IIDX, if you are playing on Hard Challenge mode and your Life Meter 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 Dan'inintei Mode. Of course, Konami seems to have used this as an excuse to make the Dan'inintei courses use harder songs.
  • Before the Echo 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 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 Guitar Hero and Rock Band games have a "no fail" feature, so you can finish the song no matter how badly you screw it up.
    • DJ Hero, unlike the other "Hero" games, never featured a meter showing the general quality of your performance, making failing a song impossible.
    • LEGO Rock Band, 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 Games with multiplayer will 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 DanceDanceRevolutionHowever...  (shared machine), jubeat (LAN, online), maimai (LAN), amongst many, many other rhythm games.
  • A new feature added in the sequel to Osu! Tatakae! Ouendan 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 final song.
  • Newer releases of Pop N Music and Pump It Up will always give you a second stage even if you fail your first onenote . 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 DJMAX Technika, you can run out of Life Meter 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 Game Over. The same, however, cannot be said of Technika 2.
    • beatmania IIDX, but only if you play on a Level 6 chart or below on your first stage.
    • Sound Voltex if the song level is 7 or lower.
  • If you fail a minigame in Rhythm Heaven 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.
    • If you're having trouble during the practice sections in Rhythm Heaven Fever, you'll have the option to see the computer do it themselves.
    • In Rhythm Heaven Megamix, if you're having trouble during the practice sections, the game will eventually display a grid on the bottom screen showing when you need to press the buttons and add a metronome sound to help. During the games proper, a starburst will appear on the bottom screen when you press a button, appearing closer to the center the more on-beat you are.
    • Also in Megamix, you can choose to tap with the stylus instead of using buttons. This removes the need to remember which button does what, and makes most of the DS minigames feel more like their original versions (though you'll have to get used to lifting the stylus up instead of flicking it).
    • The "Lockstep" minigame, which requires you to be constantly tapping on the beat, won't count near-misses as actual mistakes, allowing you to get a Perfect more easily.
  • Tone Sphere:
    • 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.
  • Sound Voltex 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 Effective Rate gauge at the level it would be if you had been using it the entire time 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. This was originally only available on Generator Standard Start, the most expensive play mode at the time, but Sound Voltex IV -Heavenly Heaven- incorporates it into Standard Start as well, which additionally guarantees a full set of stages per credit.
  • In Tokyo 7th Sisters, 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 8 Beat Story, stamina consumed during virtual lives which freezes the game before they can start are returned to the player.
  • The Rhythm Portion of Idolish 7 has slowly been adding in new skills and abilities to make higher difficulties easier to play, especially for newer or lower-leveled players.
    • Exiting out of a live does not deplete your LP (regular lives) or tokens (event lives). Thus, the only thing you waste by retrying a live is your time.
  • Unlike many other mobile idol rhythm games, BanG Dream! Girls Band Party! does not actually limit how much you can play. Live Boosts are only used to multiply your rewards; once you run out you can continue to play songs, which is useful for getting the one-time score and combo rewards (which are mercifully not affected by Live Boosts) and simply practicing charts.

    Roguelikes 
  • The Binding of Isaac has deep pits, but doesn’t 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 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 grab an item and hold it aloft dramatically, enemies briefly stop moving and attacking you. Not so in this game! (Rebirth lets you move while holding an item, though).
  • Despite its punishing difficulty, Dungeon Crawl 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 FTL: Faster Than Light, 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.

    Role Playing Games 
  • In the Baten Kaitos 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 Breaks 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 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 Updated Re-release of Bravely Default (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 Updated Re-release 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 Bonus Boss in the Bonus Dungeon, where it's justified, as the Bonus Boss 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 Game Over. You're just exited out of the battle with only 1HP.
  • In Child of Light, 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 Chrono Cross, 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 draw you back into the fight, it'll at least reset your elements and give you a chance to heal.
  • Chrono Trigger
    • The first time you head to the prehistoric era, Crono has to beat Ayla in a drinking contest to get 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 Puzzle Boss. 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.
  • Conception II: Children of the Seven Stars 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.
  • Custom Robo 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 Easy-Mode Mockery 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).
  • While Darkest Dungeon is notable for lots of frustration, it does have a few of these features. Of course, it also has Stygian Mode, which is set to maximum frustration and also deletes your save if you lose too many heroes or take too long.
    • The Darkest Dungeon itself has a stable map and isn't randomly generated. This means that unlike most dungeons, where any engagement is a roll of the dice, you can come up with a plan for getting through the dungeon that avoids most of the worst enemies.
    • With the Crimson Court DLC, there's a repeatable blood-farming mission in the Court itself, a full cure when you defeat a boss, and a Sanitarium option that can cure the Crimson Curse when all bosses are defeated, to prevent your roster being devastated every few weeks due to a lack of The Blood for vampirism-afflicted heroes.
    • Playing in Radiant Mode lets you recruit higher-level heroes off the stagecoach, send higher-level parties out to engagements for when you need some quick levelling for one person, and makes upgrades cheaper to reduce grind.
  • The original Deus Ex. 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.
  • Divinity: Original Sin II has a lot of quality-of-life improvements from the previous installment. Among these:
    • Combining some skills into one another, so that a ranged fighter who is good with crossbows doesn't suddenly lag behind because they couldn't get any upgrades.
    • Much more generosity with movement clicks. You have much less AP than in Divinity: Original Sin, but fortunately you don't have to waste most of your AP moving. Even if it's a small click moving yourself a few pixels over, it does not drain your AP.
    • Carrying over the "Backstab range" from the Enhanced Edition.
  • Dragon Age: Origins 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.
  • Dragon Quest IV 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.
    • Dragon Quest VIII 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 cost 1/2 of your total GP.
  • An important part of Dragon Quest VII is finding stone tablets, some of which were placed in Guide Dang It! locations in the original Playstation version. While some still are placed in such locations in the 3DS version, the 3DS version makes finding them much less of a chore. First off, you can use a menu feature that will not only inform you of the tablets location, but it will also give you a hint. Then, when you go to look for it, the bottom screen (depicting the map) will not only have something glow if there is a tablet piece nearby, but if your tablet is on the floor, it will flash it on the screen.
  • Final Fantasy
    • When Krile replaces Galuf in your party in Final Fantasy V, she inherits all his job skills, his experience, and his level (though has different base stats: higher agility and magic but lower strength and stamina), which was done to preserve all the work you likely did Level Grinding and customizing Galuf's classes.
    • Final Fantasy VI 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 Final Fantasy 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.
    • Final Fantasy VII
      • When you're infiltrating the Shinra Headquarters, 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.
      • When you're first let onto The Overworld, 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).
    • In Final Fantasy XII you can go after the Elite Mark Yiazmat, who has fifty million HP. The battle can 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 Turns Red), 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.
    • Lightning Returns: Final Fantasy XIII
      • The whole game is essentially a Timed Mission. 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.
      • 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.
    • Final Fantasy XV
      • Like a lot of Wide Open Sandbox games, has a Warp Whistle to traverse the world more easily, and the game will take into account how long it would take for you to get there by car. As a result, it's not uncommon for the party to end up returning to an outpost or a town within the dead of night - and the shopkeepers and questgivers are still there, despite it being three in the morning. This is to keep the player from having to waste time since the game usually does not allow you to skip time unless you rest at an inn or campsite.
      • When the player decides to track a hunt and the mark only appears at a specific time of the day (usually night), the game will give you an option to skip until the appropriate time.
    • Losing any fight in Final Fantasy Mystic Quest 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.
  • Golden Sun: The Lost Age has Felix with the Cure ability so you can heal your party. However, it won't be fully adequate in later battles where you'll have to heal multiple people at once and the character who can use multi-target water healing abilities doesn't join your party until much later. To compensate, Jenna's default class can learn multi-target healing abilities to let you get by until you obtain your dedicated healer.
  • In Golden Sun: Dark Dawn, you won't get your dedicated healer character until quite a bit later in the game. Your wind adept party member can learn multi-target healing spells early on to help you get by until the dedicated healer joins you.
  • The Haunted Ruins: Starting at one floor above the deepest floor you've seen instead of having to go down all the floors again, when you reenter the dungeon.
  • Hero of the Kingdom 3 eliminates much of the backtracking from the two previous games by giving you a camp screen which can be accessed in any area. You can not only rest in it but, provided you have the skill, make your own weapons and potions and also cook the food which you need to rest. Another handy feature is that the map allows you to buy and sell items by clicking on the icon representing any of the vendors you've discovered so far.
  • In Kingdom Hearts II, 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 Action Command 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.
  • Knights of the Old Republic gives you the ability to switch party members almost anywhere, avoiding the need to return to your base.
  • Liar Jeannie In Crucifix Kingdom:
    • The crafting system allows the player to break down consumables and equipment into their material ingredients. This can allow the player to recover rare materials and use them for something else, though that only works if the correct recipe was used with the rare material to begin with.
    • If you already tried fighting the secret boss before, later attempts allow you to skip the cutscene and go straight to the battle.
  • In Live A Live, 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 difficult.
  • In Lufia: Curse of the Sinistrals, knocked-out party members are revived whenever you reach a checkpoint, which means they'll be back on their feet if 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 Game Over, you can choose to try again with the levels of everyone in your party boosted by five.
  • Machina of the Planet Tree -Planet Ruler-, unlike most RPGs, shows the percentage chance of fleeing a battle, meaning a player isn't likely to waste a turn trying and failing to run.
  • In Mass Effect 3, there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor 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 or Unwinnable by Mistake (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 it’s not that hard to visit them all anyway.
  • Mario & Luigi: Dream Team and Mario & Luigi: Paper Jam 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, Mario & Luigi: Bowser's Inside Story, 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 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.
  • Odin Sphere 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 Skips. The result is a massive Jigsaw Puzzle Plot 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 Ōkamiden, ink doesn't regenerate over time, unlike 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 Resonance of Fate, 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.
  • Riviera: The Promised Land 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 Palette Swap 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 Shadow Hearts: From the New World, and Johnny will simply kick in the doors it was locking.
  • The various Shin Megami Tensei games have as a central mechanic the fact that you can fuse demons/Personas together to get new, more powerful demons. However, in Devil Survivor and the Golden version of Persona 4, you can look up fusion combinations for certain demons instead of 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 Random Number God.
    • In the Golden Ending 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 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.
    • Devil Survivor 2 couples this with Developers' Foresight. Unless the player follows Daichi's route, one has to fight against Daichi and Io at one point. And Io has a One-Winged Angel 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.
      • The game has Death Videos that foretell a person's death, but without telling them where or when it happens. If the player receives such a video and cannot unlock the event to save a party member's life in time (whether accidentally or on purpose), that party member is dead and unavailable for the rest of the playthrough. However, if one of those party members played a vital role in another party member's Fate Events, their role is replaced by a different party member, meaning the player is not locked out of completing surviving party members' Fate events.
    • 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 Easier Than Easy 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 Maniac difficulty was added to this game.
    • Persona 4 added a quick-move option to allow a player to skip between areas on the map, abandoned the 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.
    • Persona 4 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 New Game+ or facing 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 Cardsnote  from Persona 3.
      • In a New Game+ 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.
    • Shin Megami Tensei IV 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, 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, the easier difficulty level "Fellow" is unlocked.
    • The 3DS rerelease of Soul Hackers has the Hack menu, which is essentially a set of sanctioned cheats: You can lower the difficulty level (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 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, 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.
      • The game breaks up lengthy cutscene sequences with save points, allowing the player to take a break if they can't view it all in one sitting.
      • In previous games, you can only switch Personas once per turn, which means that if you switched to the wrong Persona by mistake, you were stuck with it. Now, you can switch Personas as much as you want until you use a skill, at which point the Persona is actually locked.
  • In The Elder Scrolls V: Skyrim 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 five 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 keys, which can't be dropped but can be stored in chests, corpses, and other containers. Fourthly 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.
  • Sands of Destruction 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 Now, Where Was I Going Again? If you mess up, Kyrie will helpfully remind you what he did before and where you should go next.
  • In Super Mario RPG all EXP gained before death is retained to cut down on Level Grinding, but everything else is reverted to their original states since your last save.
  • Super Robot Wars 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 Level Grinding.
    • 2nd Original Generations has one level where you can literally max out your money and the level of Fighter Roar by destroying Jinrai clones. They will respawn as soon as all of them are scrapped.
  • Tales Series:
    • Tales of Destiny 2 has a very... 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. However, when this puzzle appears again in The Very Definitely Final Dungeon, she will not help you.
    • Tales of Hearts 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, Tales of Phantasia 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. Only downside is that, for any version past the initial Super Nintendo release, you miss out on a title for Cless.
    • In Tales of Legendia, 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 Rewards since they barely increase Senel's stats.
    • In Tales of Symphonia 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.
    • Tales of the Abyss 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 100% Completion this way (at least unless you do it right 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".
    • Tales of Xillia does its best to avert Now, Where Was I Going Again? 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.
    • Tales of Xillia 2 has a Bonus Dungeon that only characters with the maximum Relationship Value 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.
    • Tales of Zestiria has this in the form of a Warp Whistle. 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 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. The Tomb of the TaskMaker 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 Fetch Quest.
  • 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. 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 Game-Breaker. 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 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 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.
  • A Very Long Rope to the Top of the Sky: The Major Update increased the rate of random item drops, as well as making it possible to disable Random Encounters from the very beginning. One wonders how many players Rage Quit 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 Save Point or Healing Spring.
  • Vagrant Story has some rather fiendish Block Puzzles in the late-game areas and the Bonus Dungeon. 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.
  • The World Ends with You 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 Drops. Additionally, if you get a Game Over, 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).
  • Xenoblade Chronicles 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 Anti-Frustration Features:
    • 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 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. So you need some items to rebuild Colony 6 that only spawn in areas of 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 at will. Unfortunately, some also only spawn during certain weather conditions, which you can't control.
    • If an aggressive enemy's level is six or lower than yours, they won't attack first unless they're a Unique Monster, a boss, or a story enemy. They also have a damage, defense, evasion, and experience penalty.
    • The five endgame Superbosses, which have levels above the level cap of 99, have low base Agility (a combination of evasion and accuracy) to lessen the incredibly high Agility bonuses granted by the level difference between them and you.
  • The world of Xenoblade Chronicles X is huge and unforgiving, but there are a lot of features to make life a bit easier, many shared with its predecessor:
    • Fast travel points are even more frequent than before, with no penalty for using them. You also get the option to fast-travel to your Skell, which can make grinding enemies a bit easier.
    • Having trouble getting 20 Bear Asses? You can buy them directly at a terminal in your barracks, as long as you're able to access the online servers to obtain the special currency to buy them.
    • Fail multiple times during a story or affinity quest's boss battle, and you get the option to lower the boss's level by 5. Normal missions are exempt, however.
    • When you or a party member is revived during battle, you/they have a short period of Mercy Invincibility.
    • If a party member's Skell is totaled, that Skell won't lose any insurance as long as it has at least one unit of insurance left.
    • Aggressive enemies will not attack if your level is at least ten levels above theirs. Tyrants, hidden enemies, and story/mission enemies are exempt.
    • Does a quest require you to use a weapon from a class that doesn't match yours? Just grab a party member who can use it! You don't have to change your class.
    • Most Basic Missions are automatically completed as soon as you fulfill the objectives.
    • When selling a Skell, the game will ask if you want to unequip all its gear first. Trying to sell an item that has an Augment added on will have the game ask if you want to remove the augment.
    • Weapons that must be used to complete a normal or affinity mission cannot be sold. Unfortunately, not all of these special weapons are removed from your inventory during the quest, so they're stuck in your inventory forever.
  • Xenoblade Chronicles 2 is just as huge and full of sidequests as it's predecessors. It also has a few ways to make it easier.
    • Unique Monsters are now permanently killed upon defeat meaning they can not interrupt and knock everyone senseless should you forget it was around while backtracking. If for some reason you do want to fight them again, the tombstone near where they were originally will let you do that.
    • Staying at an inn in an area with a Heart to Heart nearby will cause a small scene to play telling you where the Heart to Heart is.
    • The map shows Skip Travel points, Heart to Hearts, the next location for an active quest and whether there is any sidequests around.
    • Collectables are simplified. Now they are obtained though special collectable points as opposed to scattered throughout the world. Each point gives out items related to where it is (so rocks will give minerals and patches of grassland will give plants and bugs) and a quest giver will generally tell you the general location where the collectable they want is.

    Shoot 'Em Ups 
  • Bubble Tanks had Level Drain 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 Pinata Enemies who cannot attack and tend to drop a lot of experience bubbles.
  • Radiant Silvergun lets you keep your weapon upgrades when you die or continue. Saturn mode in the Sega Saturn version will even keep your old weapon upgrades when you start a new game.
  • In Star Fox 64, 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 Star Fox: Assault, 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 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 Judgement Silversword while a 1-Up is on the screen, the 1-up turns into your next life.
  • Bullet Hell games by 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 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 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 DoDonPachi DaiFukkatsu has no slowdown at all in its Arrange A mode.
  • In Gradius games with high-speed stages, if you get killed in one you'll always be taken back to just before your ship accelerates, and there will always be at least two enemies that drop powerups so that you can get the two Speed Ups needed to get through the stage. If there is a checkpoint in the middle of the high-speed zone, you'll always restart slow so that you can pick yourself back up. In Gradius V, which by default respawns the player where they got killed (although checkpoints can be turned on in the options menu), the scrolling will slow down for a few seconds to let you get the necessary Speed Ups.

    Simulation Games 
  • Several examples in the Animal Crossing 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 Wild World and City Folk, 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 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 Play Every Day.
      • 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 Crimson Skies, if you fail a mission repeatedly, you get the option to skip it.
  • 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 Harvest Moon: A New Beginning 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.
  • I Can't Believe It's Not Gambling is a parody of lootbox-based microtransaction games. Since it doesn't actually have microtransactions (lest it fall victim to Poe's Law and be exactly what it's making fun of), the "game" part of this lootbox simulator awards an actually substantial amount of the currency you need to buy more boxes.
  • In the browser-based nation sim Politics And War, 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.
  • The Sims:
    • In the original The Sims 1, 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 The Sims 3, 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 The Sims 3 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.
  • Stardew Valley
    • Accidentally put something in your sell box that you didn't mean to? You can take the last thing you sold right back out for no cost. The only time the items are actually sold is when you go to sleep at the end of the day.
    • The Travelling Merchant might charge through the nose, but some of the stuff she sells would otherwise be extremely hard to get hold of, which can make the community center less of a hair-pulling experience to complete.
    • The Statue of Perfection gives the player 2-8 Iridium ores per day, cutting out the need to farm it at the bottom of the mine or Skull Cavern.
    • Grandpa's assessment of your farm was originally a one-time deal, meaning the rewards for the highest rating were lost forever if you didn't earn them by the start of the third year. This was eventually changed in a patch so that by paying Grandpa's Shrine a diamond, you could have a reassessment.
    • As of another patch, your friendship rating with another villager no longer decays after you max it out, meaning that you don't have to continue flinging gifts their way to maintain that elusive 10-heart rating.
    • In order to bypass the NPC Roadblock in a late-game quest, the player needs to give the NPC Void Mayonnaise. The item can be gotten the long way around, which requires a Void Egg from either a Random Event or paying the only merchant who sells it 5000g... or Void Mayonnaise can simply be directly fished from the area's surrounding waters.
    • Originally, to grow crops, the player had to apply fertilizer to a tile and sow the seed on top, a problem for many first-time players who had just planted their crops. The 1.1 update adds the ability to apply fertilizer after the seed had been sown.
    • Any NPC that accidentally blocks the player's path (so long as he/she isn't programmed to intentionally be an NPC Roadblock) can be walked through by running into the NPC for a few seconds.
    • In the fishing game at the Stardew Valley Fair, the game doesn't end when the clock hits 0:00 if you're in the middle of catching a fish. It's only when the catching mini-game is finished that the game actually stops and your score is assessed.
  • Trauma Center:
    • During one mission in the first game 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 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.
  • In Wing Commander IV: The Price of Freedom, 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 Wing Commander III some plot conversations were missed because the player had no indication that they even existed, if they didn't have a guide book or website to point them out.

    Sports Games 
  • Punch-Out!! for Wii features an interesting rule: if Little Mac loses 100 matches, he is allowed to fight with protective headgear. 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 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.

    Stealth Games 
  • In Yandere Simulator, 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 Sanity Slippage 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 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 Sanity Slippage, to name a few examples.

    Survival Horror 
  • In Cold Fear, saving takes the form of scripted checkpoints that occur right before a Difficulty Spike or That One Level. 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 Final Boss so that the arduous fight is not rendered Unwinnable by arriving with low health.
  • Dead Space: 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 Eternal Darkness, the Dutch Angle is the only 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.
  • Fatal Frame:
  • Five Nights at Freddy's 2: 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 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 sudden death like in the first game.
  • It's impossible to lose on the first night of Five Nights at Freddy's 3, which was done as a way to show players that not every jump scare causes an instant game over anymore.
  • Five Nights at Vault 5:
    • 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 Fallout: New Vegas).
    • Your radiation is always cleared at the start and at the end of the night.
  • Resident Evil 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?
  • All Resident Evil games after the first (but including the 2002 Remake) that feature poison as a status ailment will have planters of blue herbs growing in areas which, while you can't take any with you, can be used as many times as you want to cure poisoning. This addressed an issue in the first game where it was actually possible to use up the game's finite supply of blue herbs and then get poisoned, leaving you unable to cure it and basically rendering the game unbeatable.
  • Resident Evil 2 has Sherry Birkin, a 12 year old girl that has only a 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 and zombies only attempt to vomit on her (which does considerably less damage than their bite).
  • In Resident Evil 3: Nemesis, the second mandatory 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.
  • Resident Evil 4 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, speed-runners have learned to "game" this system, that is intentionally doing badly during the easy parts so they can rush through the difficult parts faster.
  • Resident Evil 5 has Quick Time Events 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 Quick Time Event enough times in Resident Evil 6 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 Silent Hill, 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 Silent Hill 2. Upon entering the boss without any ammo, the game then becomes a timed battle, with the boss dropping dead upon the timer running out.
  • In Silent Hill: Homecoming, if you die and get sent back to an Auto-Save checkpoint, the game will restore you health to 50% if it was below that amount at the checkpoint. This prevents the game from being unbeatable if you end up check-pointing at almost no health with no healing items left.
  • Silent Hill: Shattered Memories 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 (save for one which involves taking pictures of things in Raw Shock territory).
  • Several recent titles such as Alien: Isolation and The Evil Within 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.).
  • Clock Tower: The First Fear has the Quick Start option, which skips the intro cutscenes, starting Jennifer in the main foyer after the girls have gone missing and the lights have gone out. Since Multiple Endings is a massive part of the game and you'll need to play through numerous times to see them all, this saves you from having to sit through the introduction events over and over.

    Tabletop Games 
  • In any such game, especially games like Dungeons & Dragons, 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.
    • Pathfinder added Anti-Frustration Features 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' 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. D&D 5th Edition instead has roll penalty that will reduce every long rest until it goes away.
    • 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 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 Deader Than Dead. 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 the same vein, Pathfinder makes early-level casters who would otherwise have to rely on their limited spell uses and weak physical attacks a bit more viable by giving them a few daily uses of special powers which depend on their school (if wizard), deity's domains (if cleric) or bloodline (if sorcerer). D&D 5th Edition instead has scaling cantrips for those classes, which have infinite uses and can remain useful even at higher levels.
  • In The Dresden Files 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."

    Third Person Shooters 
  • In Gears of War 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 help players realise that you don't shoot the obstacle.
    • Also found in the first Gears of War game, where any time you absolutely need a 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) it is awesome.
  • The final scene of Max Payne is unwinnable without a Grenade Launcher (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...
    • Actually, simply shooting the tower also does the trick, even with Berettas.
    • 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 Bullet Time 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 Bottomless Magazines 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 headshot as Max is falling.
  • In the tanker chapter of Metal Gear Solid 2, 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, 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, Metal Gear Solid 3 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 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 Ground Zeroes was designed as this, granting Snake Bullet Time 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  This can be also be turned off for extra points.note 
      • 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 Ratchet & Clank 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 Ratchet & Clank: Going Commando require playing levels under strict conditions. "Old Skool" requires defeating the enemies in the Testing Facility using only weapons from the first gamenote  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.
    • 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 Into the Nexus and Ratchet & Clank (2016), 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 Sniper Elite V2 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 Splinter Cell game, the final step of the final level requires you to snipe the Big Bad 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 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 Big Bad give a Motive Rant, 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 Warframe, if you fall into a Bottomless Pit, you will be automatically brought back up with no penalty aside from losing any buffs or abilities you had active on your frame when you fell, such as Rhino's Iron Skin.
  • In Warhammer 40,000: Space Marine, 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 The Warriors 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.
  • 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, 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 (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 100% Completion 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.
    • In Uncharted 4 and Lost Legacy, your companion characters will not be spotted by enemies even if they are right in front of them, as long as the player is still in stealth and has not yet alerted the enemies themselves. This makes it very unrealistic, but the alternative would leave a player pulling their hair out.
  • Splatoon:
    • Splatoon has a subtle version of this in matchmaking. According to Word of God, 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.
    • In the first game, losing a Ranked Battle will cause your ranking to drop, even if one of your teammates got disconnected early on (which is a big disadvantage as you're now outnumbered). This no longer happens in Splatoon 2, and there is an in-game message telling you of that too.
    • In Splatoon 2: Octo Expansion, if you have less than 100 CQ Points (needed to enter levels and purchase continues), one of the characters will give you a loan of 3000 CQ. You can finish the campaign while in debt, and the only restriction the game places on the player for not paying it back is the inability to use the train station vending machine.

    Turn-based Strategy 
  • The seishin search menu, first added in Super Robot Wars Gaiden, lets you select multiple pilots with the same seishin and activate them all at once in Shin Super Robot Wars. This is a big improvement over past SRW games where you could only activate one seishin at a time.
  • In Fire Emblem Fates the 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 Fire Emblem Gaiden, Fire Emblem Echoes: Shadows of Valentia, 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. While you can only use it a limited number of times per battle, it comes in very handy if you, say, lose a unit late into a map due to a random critical or something similarly annoying.
    • Finally, there are a few dungeons whose springs will revive up to 2 or 3 fallen units.

    Virtual Reality 
  • In 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.

    Visual Novel 
  • In Doki Doki Literature Club!, you can normally only skip dialogue you've already seen from loading a save from a previous day. However, the player can skip through part of Yuri's event in Act 2 even if they haven't seen it before. After Yuri kills herself with a butcher knife, the player can freely skip the hundreds of paragraphs of Corrupted Data that don't say anything important.
  • Phoenix Wright: Ace Attorney – Dual Destinies 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 Save Scumming.
    • 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.
  • Phoenix Wright: Ace Attorney – Spirit of Justice retains most of the above features, but tones down the significance of the hint mechanic. It is only accessible under circumstances where you've already been heavily penalized, and the feature can even be disabled entirely.
  • Both installments of the 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). Danganronpa Parody 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 Updated Re-release of the original game under the name "School Mode".
  • After obtaining an ending in Nine Hours, Nine Persons, Nine Doors, the player needs to play through the game from the start, including the very first room, which becomes a drag even though they have the option to skip through dialogue they've already seen. The sequel, Virtue's Last Reward, presents the player with a flow chart of events so they can revert to any point in the story after getting an ending (or at any point in the game, for that matter). This feature then becomes a plot point. The flow chart function was then added to the Updated Re-release of 999.
  • Several events in Zero Time Dilemma take the form of a Luck-Based Mission. The player is encouraged to savescum their way to the desired outcome, but to prevent excessive time wasted rerolling, the game will rig one of themnote  in the player's favor after a few attempts.

    Wide Open Sandboxes 
  • L.A. Noire 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.
  • Red Dead Redemption:
    • The game 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.
    • The bandana also counts in some situations. For example, one of the Sharpshooter challenges requires you to shoot the hats off two people. It's very easy to shoot them in the head and kill them by accident, netting yourself negative honor and a bounty on your head. But if you're wearing the bandana, these consequences are negated.
  • In Grand Theft Auto V, 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.
    • Grand Theft Auto IV: The Lost and Damned 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.
    • Grand Theft Auto: Vice City 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 Grand Theft Auto: San Andreas, the final story mission, "End of the Line", has CJ 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 Saints Row 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 Saints Row 2, 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 Saints Row IV has you re-live that fight in Shaundi's simulation, they just let you shoot them with a taser to separate them.
    • In Saints Row: The Third, 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 catch up and rejoin you at the next objective without penalty.
    • Saints Row IV 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 The Simpsons: Hit & Run and The Simpsons: Road Rage, 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, 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).
  • Dead Rising 2: Off The Record has a slew of features that address grievances with the original Dead Rising 2 and the first game, such as:
    • Since Frank, himself, needs Zombrex instead of someone else, he can inject it himself whenever he needs a dose instead of having to run back to the Safe Room.
    • Frank uses a bluetooth earpiece instead of a walkie-talkie, allowing him to answer calls while keeping his hands free to protect himself.
    • Money is easier to obtain, particularly in Sandbox Mode. Considering one of the Case Files requires you to pay a million-dollar ransom, Sandbox Mode is almost necessary.
  • In Sleeping Dogs, 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 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 Fallout 4, 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 jobnote . 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 Just Cause 3, 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 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.
  • Elite: Dangerous 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.
  • 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.
      • If for any reason you're adamant about your world either having Corruption or Crimson, a later update added an option when generating a new world so you can choose which evil you'd like. For those who liked the previous 50/50 chance, a random option is available so it can still be a surprise.
    • 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, 1.3.0.5 adds a Summon Item to trigger a fight with 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, and the 1.3.2 update made it possible to sort container contents.
    • 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. Compared to the Magic and Ice Mirrors, Recall potions have a much shorter delay before teleporting you back to your spawn point, which makes them a little more convenient for retreating from a hectic battle.
      • 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.

    Pinball 
  • 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.
    • 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 The '60s: 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 Loophole Abuse 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 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 Williams Electronics' 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 Elvira and the Party Monsters, if you score poorly on the first two balls, the Extra Ball light will be activated at the start of the third ball.
  • In No Good Gofers, 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.
  • Space Shuttle 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 Star Wars (Data East) didn't have a ball saver at all, but one was added in a 2012 software update.
  • In Sega's Star Wars Trilogy, 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, Zen Studios' digital pinball games (Zen Pinball and Pinball FX) tend to have very generous ball save timers, sometimes up to a minute after a ball is launched.
  • Theatre of Magic 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, Gottlieb's 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 Timed Mission 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.
  • Airborne Avenger has a ball save gate in the rightmost outlane to return potential drains to the launcher.
  • In 3-D Ultra Pinball, if you launch a ball and fail to score before it drains, the game gives you a "bozo ball" for another go.
  • In Kirby's Pinball Land, getting a Maxim Tomato will temporarily block the gap between the flippers.
  • Silverball Mania 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 Stern Pinball's Harley Davidson 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, Creature from the Black Lagoon 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 Star Trek: The Next Generation, The Adventures of Rocky and Bullwinkle and Friends, 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 Junk Yard (where it's known as the Recycle), Game of Thrones (known as Lord of Light), and Star Trek (Stern) (known as Rescue).
    • A few games, such as The Wizard of Oz, WHO Dunnit, 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 Cirqus Voltaire, 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 Austin Powers 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 KISS (Stern), 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 patch that provided a short ball saver when the ball leaves his head.
  • The versions of Star Wars (Stern) before 1.00 do not have Lightsaber Duel, even though it's required to reach Jedi Multiball and finish the game. As this would render the game impossible to complete, the machine will simply credit the player with finishing Lightsaber Duel as soon as the player fulfills all of the conditions needed to start it.note 

    Non-Gaming examples 
  • In the Spartan Race obstacle course, attempting and failing to complete an obstacle requires you to do thirty burpees (a push-up followed by a jump). However, you have the option to skip certain obstacles without penalty if the obstacle is deemed to be potentially dangerous if you fail, such as a rope climb (where your strength giving out partway up would mean a very long fall).note 
  • 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.
  • Web browsers eventually filtered out the feature that makes a user go back a page when pressing the Backspace key. The "Go Back" command was changed to Alt + Left Arrow, which is much harder to do by mistake and prevents accidental data loss when typing a long post.
  • In the book Heir Apparent, there's a 'cheat' in the game that makes the game easier to play, and the characters act out of character to help the main character if the main character starts to cry.
  • Some Friending Networks like Facebook and 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 Mozilla Firefox allows you to re-open the tabs in your previous sessions with most unsaved changes kept, 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. The client may also point out if you left the subject line of an email blank, since many spam filters block emails without a subject.
  • Windows 9x will force a restart if you press CTRL+ALT+DEL twice. Windows NT-based versionsnote  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 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 suddenly get music blaring out of the speakers and annoying everyone around you if they're unplugged accidentally.
  • Awesome Games Done Quick: 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.
  • Discussed in Outside Xbox's "6 Ways Games Tricked You Into Thinking You're Awesome".
  • Golf features the "Unplayable Lie" rule, to deal with situations that can arise where playing the ball as it lies is practically impossible to do in a way that would make any progress at all. Once a player has located his ball, he can unilaterally determine it to be unplayable, which offers him three options. First, he can take a drop within two club lengths of where the ball lies, no closer to the hole. Second, he can take a line that connects the flag stick with his ball, and take a drop as far back along that line as he wishes. Finally, he can go back to where the previous shot was played and drop the ball there (or place it on a tee if the previous shot was the tee shot for that hole). To prevent obvious abuse, all of these options cost a one stroke penalty, but can still be the best option if attempting to actually play the ball as it lies would result in MORE strokes due to whiffs or having no clue where a stroke could potentially send the ball.
    • Players can mark the position of their ball on the putting green with a coin or the like, in order to get their ball out of the way of players farther from the hole, who usually play first, who might also have a closer ball in the way of where they intend for their ball to roll. Before this one would have to putt around another player's ball, or chip over it (which could damage the greens), and suffer stroke penalties if a shot played from the putting surface hit another ball on the putting surface (this penalty remains, but being able to mark your ball makes it largely irrelevant).

Alternative Title(s): Anti Frustration Feature

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