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{{trope}}
{{Video Game Examples Need Sorting}}
A point within the action of a video game to which the player can return after play has been interrupted, especially by player character death.
Consoles made this method popular in the dark ages when they only had a few megabytes worth of flash storage (if that) and so couldn't do proper save/load like hard-drive-equipped [[PC
Checkpoints may either be explicit, in the form of some sort of door the player must pass through or a station he must touch, or can occur implicity as the player reaches some point in the narrative or geography of the game.
Games can include several classes of
* A [[Save Point]] is a
* In games which allow the player to stockpile [[
* A game may set independent checkpoints for player death and for failing to complete some task (As in ''[[Super Mario Bros. (
* In racing games, checkpoints split the course into separately-timed sections, and if there is a [[Timed Mission|time limit]] involved, it usually extends the time limit.
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Often, checkpoints will fill up your [[Life Meter]], [[Mana Meter]], ammo, or otherwise replenish your resources; this is what we call a [[Healing Checkpoint]].
[[Game Shows]] in the ''[[Who Wants to Be Who Wants
Also see [[Check Point Starvation]], for when these are few and far-between, or nonexistent.
{{examples|Examples}}▼
* A lot of action games, in particular, first person shooters, will periodically save the game for you in the form of an auto save if the option of saving any time you want is available. This usually happens between map loads or other checkpoint-like areas.
* ''[[Halo]]'', as well as its fan game, ''[[Halo Zero]]'', use this.
* ''[[Super Mario Bros. (
** In [[New Super Mario Bros
* The [[James Bond]] [[Licensed Game
* Racing games occasionally feature a
* In games which do not scroll (that is, each screen is a set piece, a discreet chunk of game, where the player transitions from one to another atomically), each room serves as a
* Before Raz undergoes the climactic battle with the brain-tank and then with his own subconscious in ''[[
** Justified in Black Velvetopia. Getting caught by the Bull in the street effectively knocks Raz back to the previous checkpoint.
* In the ''Crash Bandicoot'' platformers, Checkpoints come in the form of boxes with yellow C's on all sides. You activate the boxes [[Die, Chair, Die!|by attacking them]], and should you die, you will be returned to the last checkpoint you activated. The game also features distinct [[Save Point
* ''[[Twentieth Anniversary Pac Man World]]'', a 3D platform game for the original Playstation featuring Pac-Man, had a shiny Pac-Man icon as level checkpoint.
* ''[[Super Mario Land 2:
* [[Sonic the Hedgehog]] once had a standard lamppost-style Check Point in his levels. Moving into 3D, the two ''Adventure'' titles turned this into a similarly-looking gate (which returned in the 2006 game). Other games throughout the series have used similar objects, but the limited 8-bit games instead depicted checkpoints as breakable computer monitors (like the items throughout the series).
** Also, if you made it to the checkpoint in Sonic the Hedgehog 2 with enough rings, the lamppost-thing would activate a bonus stage, necessary to collect the chaos emeralds and become Super Sonic.
* ''[[Tomb Raider]] Legend'' and ''Anniversary'' had lots and lots of checkpoints.
* ''[[Okami]]'' has the occasional golden gate, usually located just before difficult encounters. Amaterasu can continue from the gate if she dies. [[Save Point|Unlike the mirrors]], the player cannot resume the game at these gates after quitting to the title screen or shutting the console off.
* In ''[[
** Bioshock (and it's predecessor [[System Shock 2]]) is notable in that there's an in-universe explanation of how the checkpoints work.
* ''[[Ender's Game]]'' describes the
{{quote|
* The entire ''[[Strong
* The PC version of ''[[Harry Potter]] and the Sorcerer's Stone'' had "save books" scattered throughout the (very linear) gameplay, which were incredibly frustrating in that they were fairly far apart. Getting to the next save book was occasionally a severe test of patience. The subsequent games avoided the frustration by drastically reducing the required linearity and providing a few permanent save books in different parts of the school, such as the Gryffindor common room.
* [[
* ''[[
* In ''[[Battlefield (
* In ''[[
* Done interestingly in ''[[Fur Fighters]]'' because while you do also have your standard checkpoints throughout the levels the bubbles where you change characters also acts as a sort of save point.
* The PC game ''[[
* The [[
* Check points in ''[[
* ''[[
* ''[[Ballance]]'' has check points in the form of round bowls flanked with a pair of torches, which light up with purple flame when your ball passes through. If you lose a life you respawn at the checkpoint, but if you lose all lives you need to restart the elvel. (Extra life bonuses DO respawn when you lose a life, thus theoretically allowing you to remain immortal if you are careful.)
* ''[[Call of Duty]]'' used checkpoints in the form of auto saves since the beginning, but this had the problem of occasionally putting you in an [[Unwinnable]] situation if this was your only save and the game decided to save right before you died. This got fixed in later games when it finally went to a checkpoint only system.
* ''[[Bug
* ''[[Adventure Island]]'' has check points in the form of numbered signposts of which there were four in each level. They were absent in ''Adventure Island II'' and ''III'' though.
* ''[[The Lion King (Video Game)|The Lion King]]'' had these in the form of fingerpaint images of Simba.
* In ''[[Aladdin (Virgin Games
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