Check Point Starvation: Difference between revisions

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* ''[[Sonic Unleashed]]'': In the HD versions of the game, one mission involves getting to the end of Eggmanland, a [[Nintendo Hard]] stage that indeed is comparable to those of the old 8-bit games—without any usable checkpoints and with a time limit. It is also by far the longest stage in the game, considering the time limit is 45 minutes.
* ''[[Sonic Unleashed]]'': In the HD versions of the game, one mission involves getting to the end of Eggmanland, a [[Nintendo Hard]] stage that indeed is comparable to those of the old 8-bit games—without any usable checkpoints and with a time limit. It is also by far the longest stage in the game, considering the time limit is 45 minutes.
** And it has to be done '''[[Rule of Three|THREE TIMES]]''' in order to get the [[Bragging Rights Reward|trophy/achievement]]. '''[[It Got Worse|WITH]]''' the [[Timed Mission|time limit]] decreasing after each [[Difficulty Spike|succession]]. Have fun beating [[That One Level|Eggmanland]] in ''25 minutes''.
** And it has to be done '''[[Rule of Three|THREE TIMES]]''' in order to get the [[Bragging Rights Reward|trophy/achievement]]. '''[[It Got Worse|WITH]]''' the [[Timed Mission|time limit]] decreasing after each [[Difficulty Spike|succession]]. Have fun beating [[That One Level|Eggmanland]] in ''25 minutes''.
* ''[[Sonic the Hedgehog 2006 (video game)|Sonic the Hedgehog 2006]]'' has several stages that lack check points until several minutes into a stage and have little to none afterward. And some, like The End of the World Stage, lack checkpoints altogether.
* ''[[Sonic the Hedgehog (2006 video game)||Sonic the Hedgehog 2006]]'' has several stages that lack check points until several minutes into a stage and have little to none afterward. And some, like The End of the World Stage, lack checkpoints altogether.
* Star Light Zone in ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'' had just a single checkpoint placed before the boss in act 3. Just to be even meaner, there were no rings near it and the end of the level is a [[Point of No Return]]. The checkpoints were probably removed after Sonic Team realized how much harder the zones before Star Light are.
* Star Light Zone in ''[[Sonic the Hedgehog (video game)|Sonic the Hedgehog]]'' had just a single checkpoint placed before the boss in act 3. Just to be even meaner, there were no rings near it and the end of the level is a [[Point of No Return]]. The checkpoints were probably removed after Sonic Team realized how much harder the zones before Star Light are.
* ''[[Super Mario Bros.]]'' series:
* ''[[Super Mario Bros.]]'' series:
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** [[Super Mario 3D Land]] has S8-Crown, which is even longer than Grandmaster Galaxy, and no easier (unless you bring in power-ups). Even the standard last level (at the end of regular World 8) has this; before the checkpoint is a fairly large castle stage, and after it is probably the longest fight against Bowser in the whole series, certainly the longest in 3D.
** [[Super Mario 3D Land]] has S8-Crown, which is even longer than Grandmaster Galaxy, and no easier (unless you bring in power-ups). Even the standard last level (at the end of regular World 8) has this; before the checkpoint is a fairly large castle stage, and after it is probably the longest fight against Bowser in the whole series, certainly the longest in 3D.
** A lot of ''[[Super Mario World (video game)|Super Mario World]]'' [[Game Mod|ROM hacks]] contain this due to having [[Marathon Level]]s, since by default, Mario World levels can only have one [[Check Point]]. Of course players who want to can always [[Defied Trope|use save states]], which [[Kaizo Mario World|some developers count on]].
** A lot of ''[[Super Mario World (video game)|Super Mario World]]'' [[Game Mod|ROM hacks]] contain this due to having [[Marathon Level]]s, since by default, Mario World levels can only have one [[Check Point]]. Of course players who want to can always [[Defied Trope|use save states]], which [[Kaizo Mario World|some developers count on]].
** Space Zone 2 in [[Super Mario Land 2 Six Golden Coins|Super Mario Land 2]]. There's a checkpoint bell towards the end of the level. If Mario loses a life prior to reaching the bell, he'll have to start from the beginning of that level.
** Space Zone 2 in [[Super Mario Land 2: 6 Golden Coins|Super Mario Land 2]]. There's a checkpoint bell towards the end of the level. If Mario loses a life prior to reaching the bell, he'll have to start from the beginning of that level.
** [[Yoshi's Island]] usually doesn't have this due to multiple middle rings, but there's one point in [[Brutal Bonus Level|Endless World of Yoshis/Crazy Maze Days]] where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a [[Sadistic Choice]]; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
** [[Yoshi's Island]] usually doesn't have this due to multiple middle rings, but there's one point in [[Brutal Bonus Level|Endless World of Yoshis/Crazy Maze Days]] where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a [[Sadistic Choice]]; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
* Due to a bug, if you die against the first Fortress Boss ([[Shout-Out|Mothraya]]) of ''[[Mega Man 4]]'', Mega Man will restart not at the [[Boss Corridor]] like every other level, but at the level's midpoint, making the player run through it again.
* Due to a bug, if you die against the first Fortress Boss ([[Shout-Out|Mothraya]]) of ''[[Mega Man 4]]'', Mega Man will restart not at the [[Boss Corridor]] like every other level, but at the level's midpoint, making the player run through it again.
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* Almost every single game in the [[Roguelike]] genre. When your character dies, the character's [[Final Death|save file is erased]]. Some may be even invoke the trope more literally by introducing risk of [[One-Hit Kill|instant death]], which [[Yet Another Stupid Death|may]] or [[Random Number God|may not be avoidable]]. More so if you are playing with any character class that relies on [[Glass Cannon|arcane magic]] or [[Fragile Speedster|skill and agility]], [[One-Hit-Point Wonder|rather than physical prowess]]. [[Nethack|Do You Want Your Possessions Identified?]]
* Almost every single game in the [[Roguelike]] genre. When your character dies, the character's [[Final Death|save file is erased]]. Some may be even invoke the trope more literally by introducing risk of [[One-Hit Kill|instant death]], which [[Yet Another Stupid Death|may]] or [[Random Number God|may not be avoidable]]. More so if you are playing with any character class that relies on [[Glass Cannon|arcane magic]] or [[Fragile Speedster|skill and agility]], [[One-Hit-Point Wonder|rather than physical prowess]]. [[Nethack|Do You Want Your Possessions Identified?]]


=== [[Role Playing Game]] ===
=== [[Role-Playing Game]] ===
* ''[[Breath of Fire: Dragon Quarter]]'': This trope can be invoked with some discretion to the player, unless they are going for [[100% Completion|the highest D-Ratio]], in which case the trope applies for the whole game playthrough.
* ''[[Breath of Fire: Dragon Quarter]]'': This trope can be invoked with some discretion to the player, unless they are going for [[100% Completion|the highest D-Ratio]], in which case the trope applies for the whole game playthrough.
* ''[[Final Fantasy III]]'': The final tower. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game.
* ''[[Final Fantasy III]]'': The final tower. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game.
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[[Category:Video Game Difficulty Tropes]]
[[Category:Video Game Difficulty Tropes]]
[[Category:Truth in Television]]
[[Category:Truth in Television]]
[[Category:Check Point Starvation]]
[[Category:{{PAGENAME}}]]