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Check Point: Difference between revisions

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* ''[[Halo]]'', as well as its fan game, ''[[Halo Zero]]'', use this.
* ''[[Super Mario Bros. (video game)|Super Mario Bros]]'', as noted, featured an implicit minor checkpoint about halfway through each [[Game Level]]. By ''[[Super Mario World (video game)|Super Mario World]]'', this had evolved into a gate through which the player had to run to activate the checkpoint—if the player missed breaking the tape across the gate, death would return him to the beginning of the level.
** In [[New Super Mario Bros.]] and [[New Super Mario Bros. Wii]], this checkpoint becomes a flag that turns from a Bowser icon to a Mario/Mushroom one when activated. Interestingly enough, [[Super Mario Galaxy 2]] became the first 3D Mario to use this kind of checkpoint.
* The [[James Bond]] [[Licensed Game]] ''From Russia With Love'' features a [[Save Point]] at the beginning of each level, and a checkpoint within each of the (typically short) scenes within the level.
* Racing games occasionally feature a '''Check Point''' at the beginning of each lap or racecourse.
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* 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]]s; Checkpoint Boxes only appear in the levels, [[Save Point]]s only occur in the Warp Rooms.
* ''[[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: Six6 Golden Coins]]'' had a bell that had to be rung for its midway checkpoint (which is not to be confused with the bell at the end that triggered a bonus game if rung).
* [[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.
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* The entire ''[[Strong Bad's Cool Game for Attractive People|Strong Bads Cool Game for Attractive People]]'' series has only one point in which Strong Bad can die, but in order to reach this point, you have to touch a check point (as video game reality has merged with the main Homestar Runner world), so his death isn't even permanent. However, he can't keep any items he picked up between touching the check point and dying, so the puzzle is how to get the item he wants safely across - which involves {{spoiler|having Strong Mad ''throw'' the check point to various locations. Twice.}}
* 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.
* [[Little Big PlanetLittleBigPlanet]] has an interesting variety of checkpoint. Walking by one activates it, and each checkpoint has a set number of lives. If a player dies and uses all the lives, they have to restart the entire level. The life count is reset after activating a new checkpoint. Also, the game has not one, but ''three'' (four since Creator Pack 1 came out) types of checkpoints: Entry Barrel (also the initial spawn point; four lives), normal Checkpoints (also four lives; not as fancy-looking as an Entry Barrel), Double Life Checkpoints ([[Exactly What It Says on the Tin]]; eight lives, and has two glowing rings instead of one. All Checkpoint types have one (or two) rings around them that show the number of lives. When it's flashing red, you're on your last life and must get to a new checkpoint or reach the Scoreboard fast!), and the new Infinite Life Checkpoint, which has one ring but allows infinite respawns, and has the infinity symbol on it. There is no Infinite Life Entry Barrel. Another interesting twist is that (in local multiplayer at least, possibly also in online multiplayer) players ''share lives''. Each player death means one less for the whole group. But there is a bit of a breather: If all but one player dies when a Checkpoint is flashing red, but the last player reaches a new one, all players respawn. And as far as this Troper can remember, Prize Bubbles (the items that hold new collectibles, like stickers and objects to use in level creation) are stil retained even if the player has to restart a level. The Try Again action (which sends a player back to the last Checkpoint by {{spoiler|literally popping the Sackboy}}) uses one of the available lives. All Story mode (and most player-created) levels, excluding Survival Challenges, have a "No Lives Lost" prize if a player survives a whole level without dying or resetting. (Survival Challenges don't have this because to finish the level, the player ''must'' die.)
* ''[[Klonoa]]'' features them in the form of floating clocks in bubbles that the player must burst to activate.
* In ''[[Battlefield (series)|Battlefield]]''-type shooters, you often have check points on the map that can be captured by either team. When a player's character dies, he can respawn in any of the captured check points. This allows players to jump back into the action instead of having to run all the way from home base to where they died. Naturally, sometimes you must spawn at the home base (especially if there are vehicles there that you wish to pilot). This works in ''Star Wars: [[Battlefront]]'' as well.
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* ''[[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)|Aladdin]]'', checkpoints took the form of blue vases that flipped around to reveal the Genie's face.
 
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