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Check-Point Starvation

 Check-Point Starvation
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Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })Check-Point Starvation occurs when in a Video Game, the player must go for an extended period of time without Check Points or Save Points. Its purpose, when done intentionally, is to add difficulty to the game.
In the most extreme cases, the player may be required to beat the entire game with one life, though going that far with this trope is mostly unheard of. Outside of Roguelikes, one-life marathon games are almost exclusive to the 8-bit era, and even then it was pretty uncommon — except as a Self-Imposed Challenge or the highest difficulty level.
This can occasionally slip in very story-heavy games, possibly by accident. It's particularly common in the introduction for the game, as Exposition can be interspersed with tutorials or gameplay without a save function.
Not to be confused with Save-Game Limits, when the game imposes limits on when and where (and how) you can save the game, though these two sometimes overlap. Use of the Suspend Save in particular allows a developer to enforce Checkpoint Starvation while still allowing the player to take breaks, by creating temporary save points that will get deleted upon resumption.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_2'); })Compare Respawn Point, Marathon Level, Marathon Boss, Final Death Mode, and Point of No Continues. Contrast Death Is a Slap on the Wrist and Respawn on the Spot. Often causes poopsocking.
Examples:
 Check-Point Starvation
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Check-Point Starvation
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Shin Megami Tensei IV lets you save and reload freely using the Gauntlet. Unfortunately, getting to the point where you gain access to said feature takes about twenty or so minutes of plot. More if you opt to explore Mikado at all.
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Prince of Persia: The Two Thrones had a platforming sequence, a chariot sequence, and then a long boss fight with nary a checkpoint; a death meant replaying all of the above over again.
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Arc the Lad II has a notable deficit of save points in some dungeons, with sometimes an hour between saving opportunities; occasional freezing can make things much more frustrating.
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MapleStory: Loves to do this with some particularly nasty Jump Quests, especially the higher level ones (such as the Zakum party quest) which tend to involve roughly five minutes of jumping on platforms barely large enough to walk on, all while dodging falling rocks, poison butts, energy blasts, indestructible monsters, and the occasional bit of lag. If you fail/fall? Congratulations, you get to slowly walk through lava back to the start of the area.
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.hack//G.U. Volume 3 has a Bonus Dungeon that subverts this. For the first 50 floors of the 100 floor dungeon, a player can use checkpoints to return to root town and return to the exact area in the dungeon. After 50 floors however check point starvation goes into full effect.
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Chimps On A Blimp: There are no save points at all, and every death sends the player back to the opening cutscene. Possibly Played for Laughs.
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Star Ocean: The Second Story and Star Ocean: Till the End of Time: Part of the difficulty of the Cave of Trials is the complete lack of save points throughout. Sometimes, you can go for literally over an hour between save points- this is particularly annoying when playing during a thunderstorm. Especially egregious in the second game, whose variant is far longer and filled with random encounters throughout.
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There are zero checkpoints in New Super Luigi U. Every stage has a very strict time limit, though, so it doesn't really matter.
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Luigi's Mansion: Dark Moon has no mid-level checkpoints whatsoever and levels can take over half an hour on the first playthrough. The game isn't particularly difficult, but if you're playing poorly and getting unlucky with heart drops...
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Bioshock Infinite relies entirely on autosave, and while it does save fairly often early on, the further into the game you go, the fewer save points there are. Not always noticeable on a regular playthrough, but on 1999 mode? Frustrating to no end.
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One of Cold Fear's most maligned features was the save system. The game could only be saved during an automatic prompt before certain plot-relevant scene transitions, with no manual way to save and no indication of when the next one would arrive. An inattentive player who accidentally declines to save won't get another chance to do so until the next prompt, potentially with a tricky puzzle or a boss between.
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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 is by far the longest in the game, with the time limit for the first Hot Dog trial being 75 minutes. It has to be done THREE TIMES in order to get the trophy/achievement. WITH the time limit decreasing after each succession up to 45 minutes. Did we mention that you get no checkpoints at all and dying at any point forces you to restart from the beginning?
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Hitman: Blood Money: Depending on the difficulty level, you can only save a certain amount of times during a single mission. You get 3 different save spots and even if you overwrite the same save spot, it still counts as a save. The previous games allowed saving anywhere, or in the case of Codename 47, gave two extra lives for a stage.
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The World Ends with You:
The game forces you to play through the entire first twenty-minute (tutorial) chapter before it lets you save... and then for about another ten minutes before you can save freely.
It also features a number of difficult bosses at the end of the game with no opportunity to save in between, although if you die, you can try again without having to repeat battles you've already won. The character Neku Sakuraba remarks beforehand that there may not be any save points for awhile, thus Breaking the Fourth Wall.
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The player level Bracketed Backslash subverts this with the Side Shaft, its variant of the Tower, which at first looks like a DTTHW clone, meaning it would be an entire dungeon of swerving to avoid spikes with no breaks in between, but it's not. There's still swerving to avoid spikes, there are just breaks in between.
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Tales of Berseria is usually fairly liberal with its save points, but the Bonus Dungeon called the Heavenly Steppes has no save points at all, requiring the player to clear it all in one go. While a player can use the quick save option to stop and come back later, dying in battle means starting the entire dungeon all over again, losing potentially hours of progress. It's one reason why the Heavenly Steppes is a Brutal Bonus Level of the first order, as it's the hardest dungeon in the game with the most powerful enemies and the best equipment drops. At least there's the option of Bribing Your Way to Victory with Katz spirits to make the dungeon slightly easier.
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Ni no Kuni usually averts this and lets you save anywhere except in dungeons where there'd usually be a number of save points that even heal you. However, the last three very difficult battles in the Final Dungeon has this play straight, where you have to do three battles back to back without saving. Fail even the final battle and you have to start the three battles over, plus a penalty deduction on your in game currency. The thing that really rubs the salt on the wound is that only two of the battles are against one foe, the third battle is technically a battle against a different enemy.
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Keeping a theme running, in Dark Souls III, you have to go quite a long way into the Catacombs of Carthus before you actually find a bonfire.
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Sonic the Hedgehog:
Sonic Unleashed: In the HD versions of the game, one mission involves getting to the end of Eggmanland, a Nintendo Hard stage that is by far the longest in the game, with the time limit for the first Hot Dog trial being 75 minutes. It has to be done THREE TIMES in order to get the trophy/achievement. WITH the time limit decreasing after each succession up to 45 minutes. Did we mention that you get no checkpoints at all and dying at any point forces you to restart from the beginning?
Sonic the Hedgehog (2006) has several stages that lack checkpoints until several minutes in and have little to none afterward. The final stage, End of the World, takes the cake, however, being a grueling gauntlet of no less than seven previous levels played back-to-back with no checkpoints whatsoever, and instant-kill black holes popping up everywhere to make things even worse.
Star Light Zone in Sonic the Hedgehog has just a single checkpoint placed before the boss in act 3. Just to be even meaner, there are no rings near it and the end of the level is a Point of No Return. The checkpoints were probably removed after Sonic Team realized how much harder the zones before Star Light are.
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Metroid: Since this game precedes the introduction of Save Stations in the series, there are five checkpoints in the entire game, and all of them are at the start of each area you enter.
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Wolfenstein II: The New Colossus ups the ante with the Mein Leben difficulty setting. Challenge-wise it is about the same level as the next hardest modenote I am Death Incarnate, but with the added catch of the player only having one life to try and beat the game without checkpoints or being able to save at all. Dying or quitting halfway boots the player back to the main menu and wipes their progress, essentially turning the whole game into a massive Marathon Level that must be beaten in one sitting.
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Bloons Tower Defense has the extreme tracks, which prevent you from saving at all unless you're playing the mobile version.
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Battlefield 3 has a few levels with a severe lack of checkpoints. The worst few involve playing a cutscene or introductory section before the actual combat.
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Metroid Fusion has this before Yakuza, the giant spider boss. The power in the station goes out, so the only save point is your ship. The boss is fairly tough and requires navigating a maze full of Space Pirate disguised X parasites. There are also two power ups in the area. Dying at any point means traveling halfway across the station and collecting everything again. Less frustrating than most examples here, but definitely qualifies. Particularly bad because there is a checkpoint nearby, it's just useless because the power is off. It is by far the worst section of the 1% run, which basically means having to avoid picking up any extra missile/health tanks throughout the game. The previously mentioned obstacles are now major obstacles. One of, if not the, hardest boss in the game is capable of killing Samus in one hit, and even if you manage to somehow defeat the boss, the enemies in the very next room, between you and the save point, are the first mooks that can kill Samus in one hit without any extra energy tanks.
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In the Tales Series:
The Bonus Dungeon in Tales of Phantasia is a long, difficult Dungeon Crawl with the only savepoints at the beginning and at the end.
Tales of Berseria is usually fairly liberal with its save points, but the Bonus Dungeon called the Heavenly Steppes has no save points at all, requiring the player to clear it all in one go. While a player can use the quick save option to stop and come back later, dying in battle means starting the entire dungeon all over again, losing potentially hours of progress. It's one reason why the Heavenly Steppes is a Brutal Bonus Level of the first order, as it's the hardest dungeon in the game with the most powerful enemies and the best equipment drops. At least there's the option of Bribing Your Way to Victory with Katz spirits to make the dungeon slightly easier.
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Donkey Kong Country Returns has a level (Muncher Marathon) that has an Advancing Wall of Doom made of spiders. Once you hit the checkpoint, you can finish the level in 30 seconds. Everywhere before that, if you die, you are back to square one. Near the end of the game, level 8-5's first stretch is quite a long and difficult one.
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Alien: Isolation has autosaves only during certain level transitions and mostly relies on manual save points that take several seconds to use and do not pause the game while in use. This was done to add tension to the game but became a controversial among players and critics who thought that it improved the game and those who felt that it only added frustration through Fake Difficulty. Some missions are infamous simply for how far apart the save points are.
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Grand Theft Auto V finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally kill that potential crew member on the way to the goal.
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Sonic the Hedgehog (2006) has several stages that lack checkpoints until several minutes in and have little to none afterward. The final stage, End of the World, takes the cake, however, being a grueling gauntlet of no less than seven previous levels played back-to-back with no checkpoints whatsoever, and instant-kill black holes popping up everywhere to make things even worse.
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An Untitled Story, on regular mode and higher, cuts one save point from BlackCastle. On masterful mode and higher, another one disappears. This means you need to complete a good three quarters of this incredibly lengthy area without saving.
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Final Fantasy Tactics Advance has several long cutscenes and two battles before the player can save the game.
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The first save point in Sphinx and the Cursed Mummy is a remarkably long ways into the tutorial. The problem with this is not in the time it takes to get to it, however, but the fact that the Noob Cave is actually filled with surprisingly dangerous Mooks that are very likely to make mincemeat of someone playing the game for the first time. Dying boots you back to the last save. No save? Have fun going through the 45-minute-long tutorial dungeon again!
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Donkey Kong Country for the Game Boy Color has modes unlocked after beating the game that allows for playthroughs of the game with either the halfway point barrel or the kong barrels removed, and is needed to 102% the game.
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The first game usually doesn't have this due to multiple middle rings, but it does in the first four extra levels, having no middle rings at all and all of them being quite difficult. The very first regular level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
 Check-Point Starvation / int_3c084586
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Alpha Protocol only saves at checkpoints, which can be few and far between. "Assault the Triad Hideout" is downright infuriating because of this: it seems to have exactly one checkpoint in the entire mission.
 Check-Point Starvation / int_3d776ce3
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Super Mario 64: With the exception of checkpoints right before Bowser fights (as well as bosses added in the DS remake) and a few other rare instances, there are no checkpoints. If you fall off the stage and lose a life, it's all the way back to the beginning of the level for you. If you travel into the volcano of Lethal Lava Land or the pyramid of Shifting Sand Land, you do begin inside the structures if you lose a life before getting a star.
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In the doujin game Crescent Pale Mist, checkpoints only appear BEFORE a boss fight, meaning that dying before reaching the boss results in starting the Chapter all over again. Have fun not dying in Chapters 3 and 4.
 Check-Point Starvation / int_3ee11cff
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Super Paper Mario has multiple cutscenes and some gameplay lasting at least twice as long as Paper Mario 1's.
 Check-Point Starvation / int_455ede40
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Check-Point Starvation
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The final tower in Final Fantasy III. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game. The Updated Re-release kept this in on behest of the fans.
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The entire Necrohol of Nabudis in Final Fantasy XII is devoid of save crystals. This is, shall we say, somewhat inconvenient due to charming things like Mana Burn monsters that turn up out of nowhere, a consistent baknamy Zerg Rush, and a surprisingly common "rare game" monster. And that's without the monsters from the Chaos/Medallions sidequest.
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Golden Sun lets you save freely in general, but when the characters are in conversation with each other, those conversations last a very long time. And since the game is for the Game Boy Advance, it isn't unusual for the batteries to run out while being caught in the middle of one.
 Check-Point Starvation / int_4be1bdd0
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Both Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Country 3: Dixie Kong's Double Trouble! have cheats which remove all the Check Points in the levels.
 Check-Point Starvation / int_4d48667e
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Check-Point Starvation
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This is the most common complaint with Jak II and probably the most contributing factor to its difficulty. Most if not all of city missions just have to be done in one go, and platforming segments have unholy distance between respawn points as well.
 Check-Point Starvation / int_52f6626
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The Grand Theft Auto series has a lot of this, though it gradually got better.
The very first game only allowed you to save between levels. The first level, taking about an hour to complete was bad enough, but the final level takes 5-6 hours to grind enough points to complete. That's beyond "I'm going to play, I may be some time" and into skipping meals/sleep to get through in one sitting.
All of the games in the GTA 3 era had zero saving at all except for icons at safehouses, with Grand Theft Auto: Vice City being the first to incorporate the ability to purchase new ones to make saving take less driving time. In all of them, failing a mission required you to drive all the way back to the starting location and restart the entire mission; you rarely got the option to skip part of the long drive through the mission. Grand Theft Auto: San Andreas incorporates Vice City's purchasable safe house system and still lacks actual checkpoints within the missions except for the finale.
Grand Theft Auto IV introduces autosaves after missions, but if you happen to turn it off, you only have one safehouse in each borough (and you lose the Broker one early in the game and never get a new one), while the DLC only gives one or two safehouses for each protagonist in the entire city. Thankfully, the game introduced the ability to restart a mission via your in-game phone immediately after failing, but very few do anything but simply start the mission again from the beginning. The Ballad of Gay Tony DLC for IV finally addresses the issue by adding checkpoints, they are still quite scarce, though, each mission usually having one checkpoint.
Grand Theft Auto V finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally kill that potential crew member on the way to the goal.
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Subnautica has no save points. At all. Instead, the player has a single save-slot per world, and needs to manually save. Frequent saving is recommended, as getting stuck somewhere and realizing your last save point was three hours ago is not fun. On the flipside, saving too often may result in getting stuck and not even being able to get out by reloading.
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Although usually averted in the Max Payne series thanks to Quick Saves, the console ports of the first two games were forced to use spaced-out checkpoints. In a game where a single shotgun blast can almost kill Max if you're unlucky, and explosions almost always kill you instantly. It gets worse in Max Payne 3 because not even the PC version has quick saves. It's taken to the logical conclusion with Max Payne 3's New York Minute mode, especially on Hardcore. You have to play through the entire game on a single life with a time limit ticking down; the main goal is extending the timer as high as you can through constant headshots and kills, and the cutscenes freeze the timer. But if you die even once, you have to start the entire run all over again.
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PAYDAY 2 had Pro Jobs, before they were removed with "Hoxton's Housewarming Party" in October 2016. They'd give increased payment and experience from normal heists, but with the caveat that failing any day of the heist kicked you back out to the lobby to select a new heist.
 Check-Point Starvation / int_58a0656b
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Persona 3:
The game makes saving difficult because it requires exiting your current level of Tartarus to do so, which means you need to start the current branch over again. However, trying to push too hard could mean getting in over your head, dying, and losing quite a bit of progress. This was changed in the Updated Re-release Persona 3 Portable: by walking up the staircase in the entrance lobby of Tartarus, the player will be given the option to start at the highest floor reached so far.
The trope is played straight with non-Tartarus boss battles, however, and it's possible to put the game into an unwinnable state before the third boss battle, which is when the game starts taking all agency away from the player on the day of a full moon. Were you hoping to upgrade equipment? Not so much. You'll be forced to go through endless cutscenes over and over again until you win.
The Answer is even crueler in this regard. In the base game, checkpoints can be found just before every Tartarus boss, allowing the player to go back down to the first floor to save and prep for the boss without losing their progress. The Answer puts these checkpoints not only after these bosses, but directly behind them, just to taunt you.
 Check-Point Starvation / int_5921531a
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Check-Point Starvation
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Persona 4 falls into this when confronting the killer. The player needs to go through Magatsu-Inaba, which is technically a one-level dungeon, and then fight the killer. Immediately after this battle, there's several cutscenes, before the player is thrown into a battle against Ameno-Sagiri and further cutscenes, should that battle be won. Losing can result in a good 40 minutes of time having been wasted.
 Check-Point Starvation / int_5921531b
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Check-Point Starvation / int_5921531b
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Check-Point Starvation
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LittleBigPlanet has this, not in the story levels, but some community levels only contain a few checkpoints, or sometimes just one Infinite Check Point at the beginning.
 Check-Point Starvation / int_5a2333ef
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Breath of Fire III has an early example in the McNeil Manor interior, the second major dungeon of the game. It only has two rest areas, one on the first floor near the entrance, and one at the attic which is close to your goal by then. Between the two? A labyrinth with strong Random Encounters for that point in the game and 4 minibosses. Unless they properly stocked up on items note Wisdom Seeds/Fruits, already rare items used for restoring a character's Mana Meter, are not obtainable at this stage, players have to keep coming back to the first rest area to fully recover your party, which consists of only two members in this part of the dungeon.
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Cave Story's Brutal Bonus Level not only is Nintendo Hard, but the player is required to do it all in one go, including its two bosses, one of which has four forms.
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Super Mario Bros. has invisible checkpoints near the middle of most levels, except for castle levels and all of World 8. In some later levels, these checkpoints do more harm than good, as they are often located after the one power-up in the level and you can't backtrack.
 Check-Point Starvation / int_62bf541
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Super Mario Bros. 2: Doorways act as checkpoints, but they are scarce otherwise, which becomes troublesome when the characters have to take a key to a locked door while being chased by a Phanto.
 Check-Point Starvation / int_62bf542
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Super Mario Bros. 3: In contrast to the previous three games, the game has no in-level checkpoints. However, the newly-introduced World Map allows the player to use inventory items or sometimes choose a different level to tackle after losing a life. Many of the levels are noticeably shorter as well compared to previous games.
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Prehistorik and its predecessor Titus the Fox give you a code for each level that lets you continue from that level. However, they don't give you that code at the beginning of the level: instead, you have to find it, somewhere in the middle, and quite often hidden in some hard-to-find area. If you almost complete level 4 without finding its code, well, back to level 3 for you.
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Star Light Zone in Sonic the Hedgehog has just a single checkpoint placed before the boss in act 3. Just to be even meaner, there are no rings near it and the end of the level is a Point of No Return. The checkpoints were probably removed after Sonic Team realized how much harder the zones before Star Light are.
 Check-Point Starvation / int_63ac9abe
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In The Hunter: Call of the Wild, the player character can only spawn at outposts, and will respawn at the last one if s/he runs out of HP. Problem? They can be HALF AN HOUR'S WALK apart, the primary HP drain is animal attacks, and some animals are hostile and persistent enough to count as Demonic Spiders.
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Check-Point Starvation
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Ninja Senki. 16 pretty long stages and no way to save. There are continues if you run out of lives, sure, but the game has to be beaten in one sitting. The level select cheat does make a bit easier, though. Although doing that essentially prevents you from getting the good ending, as you wouldn't get enough points for it if you start at a level late in the game.
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Super Mario Maker at first did not have checkpoints to be placed in levels, until a November 2015 update was added to allow players to place checkpoints in any level. The trope still applies to the pre-built sample levels, as all of them have remained unchanged since the game's release. The 3DS version has them within the base content, and most levels in the story mode (Super Mario Challenge) have them accordingly... except they're useless if you're aiming for the levels' extra objectives, as you won't be allowed to complete them if you respawn from a checkpoint after losing a life (this is done likely to prevent cheating, but it's still a problem if the level is too long).
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Borderlands and Borderlands 2 have a variant. There are plenty of New-U auto save points, and if you die in combat you respawn at one of those. However, when you quit, you respawn at the nearest Fast Travel station, and there is usually only one per map. This can be annoying if you need to quit before finishing a mission. The Borderlands DLC campaigns have it even worse: there is only one single Fast Travel in the entire campaign, and it's typically set a ways away from the crossroads leading to other maps, so if you simply have to quit the game in the middle of a mission set far from the initial map, you'll be forced to slog aaaallll the way over to the mission objective's location again.note On a silver lining, if you're done with a mission and have to turn it in at the DLC's first map, something that happens often, it's a trivial matter to quit and re-load instead of plodding the entire way back.
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The Super Mario World hack Touhou Mario has ZERO save points. Or checkpoints. And just one life before you get game over and have to restart EVERYTHING. And this game is Platform Hell meets Bullet Hell in difficulty, every boss is a Marathon Boss, and one area has you beat the equivalent of four FULL LENGTH levels and FOUR Marathon Bosses in a row! The final bosses have between four and eight phases to them too. You can find it here.
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Enforced with the Iron Skull from Halo. It's an Easter Egg that, if activated, forces the player to start the whole level over if they die, or sometimes just at when you last received a new directive. This holds true still for co-op mode, which normally respawns a dead player at his partner's location, but with Iron on forces them both to restart.
 Check-Point Starvation / int_755b343f
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Mass Effect 2 and Mass Effect 3 were good about giving you lots of autosaves (usually after every battle and important cutscene), but God help you if you didn't take the time to save obsessively in the first game. There was maybe one autosave per mission, two if the game was feeling merciful, so if you had shut down two of the three Moon base computers and then died, tah-dah! You're back at the very beginning of the level, having just landed on the moon. The Mass Effect 3 finale is pretty bad at this, too. Starting at the moment you get hit by Harbinger's beam, manual saves are disabled, period, and the autosave after finishing the game overwrites any autosaves made during the actual finale. If you want to see more than one ending, better prepare for replaying through that whole section over and over again — complete with the ridiculously slow movement and long unskippable cutscenes.
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I Wanna Be the Guy: The only difference between difficulty levels is how far apart the save points are. "Impossible" mode requires you to beat the entire game without save points.note There actually is a way to save on Impossible. The "evil" save point (a Chest Monster) that appears near the end of the game is still there on Impossible, and due to a glitch you have exactly one frame of animation to save on it after its death.
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All of the games in the GTA 3 era had zero saving at all except for icons at safehouses, with Grand Theft Auto: Vice City being the first to incorporate the ability to purchase new ones to make saving take less driving time. In all of them, failing a mission required you to drive all the way back to the starting location and restart the entire mission; you rarely got the option to skip part of the long drive through the mission. Grand Theft Auto: San Andreas incorporates Vice City's purchasable safe house system and still lacks actual checkpoints within the missions except for the finale.
 Check-Point Starvation / int_7a7102f5
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Saints Row had no checkpoints within missions. The hardest missions always, always, without fail, started out with a long, boring drive across the whole city before the action started. Have fun doing that over and over.
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Milon's Secret Castle: It appears, at first, that dying once sends you back to the beginning of the game. However, you actually can continue: with a code (although you can only do this if you've defeated the first boss (!)). It's also the same way in the Game Boy port, but instead of a cheat code, the game gives you a password immediately after a game over.
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A common criticism of old versions of Bendy and the Ink Machine Chapter 2.
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Superman 64: The maze levels have no checkpoints whatsoever; die at any point in a maze level and you must start over.
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The original game features large, open levels with checkpoint saves and nothing else. Worse, if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a Dummied Out quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and completely changes the game balance, so the starvation is likely intentional even if it is annoying.
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 Far Cry (Video Game)
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Far Cry 2 features no autosaves of any variety - the game only prompts you to save when you use a save point in either faction's headquarters or a cleared safehouse, if you pass the time by sleeping in a safehouse, or after riding between bus stations. This isn't restricting at all on PC, since there are also manual saves through the pause menu and a quicksave button. On consoles, however, this is a maddening restriction given the amount of time you need to spend even driving between save points and wherever a mission starts from, tells you to go, or ends at.
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Super Mario Bros. series:
Super Mario Bros. has invisible checkpoints near the middle of most levels, except for castle levels and all of World 8. In some later levels, these checkpoints do more harm than good, as they are often located after the one power-up in the level and you can't backtrack.
Super Mario Bros.: The Lost Levels: Like the original, castles and World 8 have no checkpoints, and this time neither do the extra worlds after 8 (9 and A-D).
Super Mario Bros. 2: Doorways act as checkpoints, but they are scarce otherwise, which becomes troublesome when the characters have to take a key to a locked door while being chased by a Phanto.
Super Mario Bros. 3: In contrast to the previous three games, the game has no in-level checkpoints. However, the newly-introduced World Map allows the player to use inventory items or sometimes choose a different level to tackle after losing a life. Many of the levels are noticeably shorter as well compared to previous games.
Super Mario World: Most levels have one and only one midway checkpoint. They are actually visible, though some require the player to take hidden paths to reach them. Underwater levels, auto-scrolling levels, and the entirety of the Star World and Special World do not contain a checkpoint.
Super Mario Land 2: 6 Golden Coins: The levels for the most part have checkpoints (bells in this game). However, in Wario's Castle, not only is the level longer than any other with a 3-part boss battle against Wario at the end, but there is no checkpoint at all! There's also Space Zone 2, which is one straight Unexpected Genre Change.
Super Mario 64: With the exception of checkpoints right before Bowser fights (as well as bosses added in the DS remake) and a few other rare instances, there are no checkpoints. If you fall off the stage and lose a life, it's all the way back to the beginning of the level for you. If you travel into the volcano of Lethal Lava Land or the pyramid of Shifting Sand Land, you do begin inside the structures if you lose a life before getting a star.
Losing a life in a standard level mission in Super Mario Sunshine will kick you back to that level's entrance in Delfino Plaza. However, the game makes an exception with the obstacle courses (including those of the Sky & Sea variety): You can retry them as many times as lives you have left without needing to re-enter the mission where they're located, let alone having to reach them again. Another exception is made with the final battle (which comes off as a huge relief, considering the very difficult path in Corona Mountain).
Super Mario Galaxy and Super Mario Galaxy 2
Some missions are rather long with no checkpoints in them at all, most notably the Daredevil comets, whose primary objective is to finish the stage as a One-Hit-Point Wonder. The two most infamous ones are for "The Sinking Lava Spire" in the first game, which requires the player to traverse the longest mission in That One Level; and "The Perfect Run" in the second, taking place in by far the hardest stage (Grandmaster Galaxy) in a game with a massive Sequel Difficulty Spike.
In both games, there's speed run challenges where you have to beat levels quickly due to a stingy time limit while (in the second) collecting stopwatches to add a few more seconds to your timer. None of these challenges have checkpoints at all, so if you screw up, you have to start over from the beginning. There is one exception; one of the speed run levels in the second game takes place in a Bowser level, which is naturally longer than a standard level. There's one checkpoint in that specific challenge because the level is simply too long for players to keep restarting if they fail every time.
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.
There are zero checkpoints in New Super Luigi U. Every stage has a very strict time limit, though, so it doesn't really matter.
Super Mario 3D World has this with two levels from World Crown, Champion's Road and Mystery House Marathon. The former is a brutal six part Marathon Level, while the latter is another Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere. Most levels from the Mushroom and Flower worlds, including the difficult Boss Rush level, are devoid of checkpoints as well.
Super Mario Maker at first did not have checkpoints to be placed in levels, until a November 2015 update was added to allow players to place checkpoints in any level. The trope still applies to the pre-built sample levels, as all of them have remained unchanged since the game's release. The 3DS version has them within the base content, and most levels in the story mode (Super Mario Challenge) have them accordingly... except they're useless if you're aiming for the levels' extra objectives, as you won't be allowed to complete them if you respawn from a checkpoint after losing a life (this is done likely to prevent cheating, but it's still a problem if the level is too long).
There are no checkpoints at all in two of Super Mario Odyssey's post-game areas, "Arrival at Rabbit Ridge" in the Dark Side (a Boss Rush that pits Mario against the Broodals), and "Long Journey's End" at Culmina Crater in the Darker Side (which is also the longest of these final challenge type levels in a Mario game to date).
In Super Mario Maker 2, checkpoints are forbidden in levels with unique clear conditions, such as reaching a minimum or total amount of something (coins gathered, specimens of a certain enemy defeated, P Switches pressed, etc.), wearing a powerup or carrying an item in the hands, or preserving a delicate status like not taking damage or not touching the floor again after jumping. This becomes a problem if the level is too long, and this is indeed the case for certain levels in story mode.
A lot of Super Mario World ROM hacks contain this due to having Marathon Levels, since by default, Mario World levels can only have one Checkpoint. Of course, players who want to can always use save states, which some developers count on.
The Super Mario World hack Touhou Mario has ZERO save points. Or checkpoints. And just one life before you get game over and have to restart EVERYTHING. And this game is Platform Hell meets Bullet Hell in difficulty, every boss is a Marathon Boss, and one area has you beat the equivalent of four FULL LENGTH levels and FOUR Marathon Bosses in a row! The final bosses have between four and eight phases to them too. You can find it here.
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Pokémon Colosseum. You can only save at PCs, and it can get really annoying in long levels like Mt.Battle. Fortunately, Pokémon XD gives you the 'save anywhere' ability of the main series games.
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Paper Mario 64 does this at the beginning. You go from getting the invitation to going to the castle to finding Peach within the Castle to the Hopeless Boss Fight with Bowser to lying there near Goomba Village to waking up in a Toad House before you can go outside and find a Save Block. Contrast with the sequel, which has you receive the letter and go to Rogueport. You step onto the dock, and can immediately go over and hit a Save Block.
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Super Mario Bros.: The Lost Levels: Like the original, castles and World 8 have no checkpoints, and this time neither do the extra worlds after 8 (9 and A-D).
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The beginning of Final Fantasy IV requires a lengthy cutscene, a non-controlled battle, another lengthy cutscene, some wandering around, another lengthy cutscene, and finally the prologue before being able to save.
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Donkey Kong:
Donkey Kong Country for the Game Boy Color has modes unlocked after beating the game that allows for playthroughs of the game with either the halfway point barrel or the kong barrels removed, and is needed to 102% the game.
Both Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Country 3: Dixie Kong's Double Trouble! have cheats which remove all the Check Points in the levels.
In Donkey Kong 64, entering a new area within a world counts as a checkpoint, so it's normally not an issue. However, in Hideout Helm, because there are no indoor areas, you'll be sent to the beginning if you lose a life anywhere outside the Battle Arena. The time limit (which will be determined depending on how many blueprints were collected over the course of the game) further complicates this, because if you do lose a life the time limit will not reset; and if it runs out it will not only send the player back to the start as well, but also will reset all the progress done. The trope only stops being an issue after you complete the world's mission, as it will eliminate the time limit and, after a bit more progress, you'll finally find a warp panel to connect it to the one from the start and thus enable the world's only shortcut.
Donkey Kong Country Returns has a level (Muncher Marathon) that has an Advancing Wall of Doom made of spiders. Once you hit the checkpoint, you can finish the level in 30 seconds. Everywhere before that, if you die, you are back to square one. Near the end of the game, level 8-5's first stretch is quite a long and difficult one.
Donkey Kong Country: Tropical Freeze has the secret level 4-B, which is not only devoid of checkpoints but is an underwater maze with scarce supplies of air bubbles, meaning that the Kongs cannot get lost for too long. And once Hard Mode is unlocked, all levels are devoid of checkpoints as well.
Both Returns and Tropical Freeze also have the Temples. There are no checkpoints. For any of them. And the majority of them are 5-8 minutes of pure old-school platforming. Then there are the Golden Temple and Secret Seclusion levels, unlocked after conquering all Temple levels and defeating the respective Final Bosses, which lack checkpoints as well.
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Far Cry
The original game features large, open levels with checkpoint saves and nothing else. Worse, if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a Dummied Out quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and completely changes the game balance, so the starvation is likely intentional even if it is annoying.
Far Cry 2 features no autosaves of any variety - the game only prompts you to save when you use a save point in either faction's headquarters or a cleared safehouse, if you pass the time by sleeping in a safehouse, or after riding between bus stations. This isn't restricting at all on PC, since there are also manual saves through the pause menu and a quicksave button. On consoles, however, this is a maddening restriction given the amount of time you need to spend even driving between save points and wherever a mission starts from, tells you to go, or ends at.
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In Donkey Kong 64, entering a new area within a world counts as a checkpoint, so it's normally not an issue. However, in Hideout Helm, because there are no indoor areas, you'll be sent to the beginning if you lose a life anywhere outside the Battle Arena. The time limit (which will be determined depending on how many blueprints were collected over the course of the game) further complicates this, because if you do lose a life the time limit will not reset; and if it runs out it will not only send the player back to the start as well, but also will reset all the progress done. The trope only stops being an issue after you complete the world's mission, as it will eliminate the time limit and, after a bit more progress, you'll finally find a warp panel to connect it to the one from the start and thus enable the world's only shortcut.
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The Dame Was Loaded only has one checkpoint in the main character's office. This normally wouldn't matter, but here the entire game is timed, and going to and fro to save wastes a lot of time, forcing you to be very economical with saving. Given that there are plenty of ways to either fail instantly or fail long-term by not getting the right item for progression in time, the game is quite hard.
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Ghost Recon:
Advanced Warfighter can have rather long times between checkpoints, along with some of the levels being very long in themselves. This is especially painful on Hard difficulty, where nearly all enemy shots are a One-Hit Kill to the player.
Future Soldier has checkpoints that, while perfectly fine for the lower difficulties, are spaced out just far enough to make things potentially tedious for those playing on Elite difficulty, especially if the level has a tactical challenge that requires playing on Elite. Unlocking the "Fixed Stock" attachment for singleplayer, one of the best attachments in the game, is considered one of the hardest things to do in the game, mostly because you have to go through nearly all of the final mission without being detected on Elite difficulty, with only one or two checkpoints to fall back on if you screw up at any point during it.
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Checkpoints are very rare to find in Tiny Toon Adventures: Buster's Hidden Treasure. They are usually after Buster goes through a door that leads to a new part of the level. The final factory stages are a prime example.
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Shovel Knight allows you to destroy most checkpoints for some extra cash, inflicting checkpoint starvation upon yourself. On top of that, beating the game unlocks New Game+, which compensates for you getting to keep all of your upgrades from your first playthrough by making a number of changes to increase the game's difficulty, one of them being a reduced number of checkpoints per stage.
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Hitman 2: Silent Assassin limited your number of saves at higher difficulties (with none at the highest), but did avert this trope at one point: On the game's one Marathon Level, it awards you a free save halfway through, even on the highest difficulty.
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Teenage Mutant Ninja Turtles: There are zero checkpoints in the sixth and final stage, the Technodrome. Losing a turtle at any point of the stage will restart you at the beginning of the level.
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Yoshi's Island:
The first game usually doesn't have this due to multiple middle rings, but it does in the first four extra levels, having no middle rings at all and all of them being quite difficult. The very first regular level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
There's one point in Endless World of Yoshis/Crazy Maze Days in the GBA remake of the first game 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 DS has 'Yikes! Boiling Hot!', in which the level has a stretch with THREE ROOMS with no checkpoints in between. Not short rooms, very long rooms equal to a Super Mario Bros 3 level in length. Including at least one seemingly blind lava trap. As well as both a finicky rope riding section and one where you to have navigate two lava spitting monsters (their attacks are instant kills, one spiky ball and chain, a sloped platform and instant kil lava in the space of less than a screen.
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The Paper Mario series has saving by use of Save Blocks, which you hit from underneath, thus activating them. But they are very rare.
Paper Mario 64 does this at the beginning. You go from getting the invitation to going to the castle to finding Peach within the Castle to the Hopeless Boss Fight with Bowser to lying there near Goomba Village to waking up in a Toad House before you can go outside and find a Save Block. Contrast with the sequel, which has you receive the letter and go to Rogueport. You step onto the dock, and can immediately go over and hit a Save Block.
Paper Mario: The Thousand-Year Door and Super Paper Mario: The Pit of 100 Trials, a 100-room dungeon that provides no way to save progress during an attempt at beating it.
Super Paper Mario has multiple cutscenes and some gameplay lasting at least twice as long as Paper Mario 1's.
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Super Mario Land 2: 6 Golden Coins: The levels for the most part have checkpoints (bells in this game). However, in Wario's Castle, not only is the level longer than any other with a 3-part boss battle against Wario at the end, but there is no checkpoint at all! There's also Space Zone 2, which is one straight Unexpected Genre Change.
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Frogger: He's Back! had a startling lack of checkpoints in its levels—when Frogger loses a life, runs out of time, or collected a frog, the player was sent back to the starting point of the level. Considering the levels are large and mazelike in their design and Frogger is a One-Hit-Point Wonder, this is a huge problem.
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Devil May Cry: In the first three games, check points must be bought in the form of yellow orbs. They are quite expensive in the first playthrough, and if you run out, any death will send you back to the beginning of the mission.
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Averted with the Atari 2600 classic Pitfall! in that you have a total of three lives. Word of God is that the game was originally conceived as only allowing you ONE life to complete the game, yet play testing revealed that it made the game difficult.
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Donkey Kong Country: Tropical Freeze has the secret level 4-B, which is not only devoid of checkpoints but is an underwater maze with scarce supplies of air bubbles, meaning that the Kongs cannot get lost for too long. And once Hard Mode is unlocked, all levels are devoid of checkpoints as well.
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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.
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Check-Point Starvation
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The entire final section of ICO has to be played in a single sitting, since the save mechanic depends on Yorda and Ico holding hands, and Yorda has been petrified and spirited away by the Queen. This actually adds a marvelous sense of fear and urgency to the already dark and eerie sequence, and makes the player that much more desperate to find her again.
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 ICO (Video Game)
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Check-Point Starvation
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Oddworld, especially the first game, combined this with Nintendo Hard to produce severe cases of controller-snapping frustration. The developers added more frequent check-points and the ability to quick-save from the pause menu in the second game in response.
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La-Mulana:
In the original version, the Grail Point in the Shrine of the Mother permanently disappears once it becomes The Very Definitely Final Dungeon. The remake makes players use a new checkpoint there.
Having no checkpoints is one thing that makes Hell Temple Hell Temple.
Using checkpoints at all requires you to buy a few items and explore the ruins to obtain the Grail. This makes the early game a bit frustrating.
 Check-Point Starvation / int_a6fb0678
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1.0
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Check-Point Starvation / int_a6fb0678
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Check-Point Starvation
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The prologue of NieR: Automata consists of an Unexpected Shmup Level, a miniboss, an entire level, and a prolonged, multi-stage boss fight, all of which has to be done without dying before the player gets a chance to save (and if the player dies before saving, their save file is basically unusable and has to be deleted or overwritten).
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Check-Point Starvation / int_a7a0b48b
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Check-Point Starvation
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Final Fantasy series:
Final Fantasy requires you to go through the Mirage Tower followed by the Floating Fortress with no chance to save in between, making both areas effectively one massive dungeon in practice. The PS1 remake averts it partially with RAM saves (which can be reloaded as long as you don't do something to clear the system's RAM, such as a hard reset), and later remakes avert it entirely by letting you save wherever you want.
The final tower in Final Fantasy III. After the last save point in a small outdoor area after the third to last dungeon, there are 8 or 9 floors of the Crystal tower, followed by a boss, getting warped to the World of Darkness where there are 4 more tough minibosses, gaining equipment and experience for the final battle, the final boss battle, the entire closing sequence before the player is given another chance to save their game. The Updated Re-release kept this in on behest of the fans.
The beginning of Final Fantasy IV requires a lengthy cutscene, a non-controlled battle, another lengthy cutscene, some wandering around, another lengthy cutscene, and finally the prologue before being able to save.
The Very Definitely Final Dungeon of Final Fantasy V has one save point early on then none at all until a couple screens before the Final Boss, with roughly half a dozen bosses in between. Oh, and both save points are also guarded by bosses.
The Airship glitch in Final Fantasy VI requires a self-imposed version of this — it lets you have the Global Airship much earlier than you're supposed to, but to activate the glitch you have to get from whatever point you want to have it at, all the way to the Disc-One Final Dungeon, without saving even once in between. Which certainly explains why nobody found the glitch in testing.
The Northern Crater in Final Fantasy VII has no save points, but it does have a lot of tough enemies, the Final Boss and a long cutscene. It gives the party one unique item that can create a save point, but the item is glitched and can make the dungeon Unintentionally Unwinnable, so it's just best to ignore it. Earlier, the whirlwind maze: After the save point, you have a timing puzzle, a few long cutscenes, and a FMV before the next save. There's nothing particularly dangerous in-game there, but this area had a high crash rate in the PC version.
Final Fantasy Tactics Advance has several long cutscenes and two battles before the player can save the game.
In Final Fantasy X, immediately after defeating Evrae the party raids the wedding ceremony in Bevelle, going through waves of enemy soldiers and mecha. There is no save point during this assault sequence, and you are likely drained from fighting Evrae. Lose to Bevelle's military and you'll have to fight that giant dragon all over again.
The entire Necrohol of Nabudis in Final Fantasy XII is devoid of save crystals. This is, shall we say, somewhat inconvenient due to charming things like Mana Burn monsters that turn up out of nowhere, a consistent baknamy Zerg Rush, and a surprisingly common "rare game" monster. And that's without the monsters from the Chaos/Medallions sidequest.
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In Medal of Honor: Vanguard, both of the levels in Operation Varsity ('Endgame' and 'The Crucible'), have very long intervals between checkpoints. Two sections in peticular are especially bad when it comes to checkpoints. The first is the Hold the Line section in 'Endgame', which is very long and does not have any checkpoints between the start of it and the end. The second is the Sniper Duel section in 'The Crucible', which is very difficult and long and does not have any checkpoints between the start and the end, what's worse is that the next section after it also doesn't have any checkpoints, meaning if the player dies there, they have to go restart from the beginning of the sniper section.
 Check-Point Starvation / int_aa1cb7f1
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1.0
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Check-Point Starvation / int_aa1cb7f1
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Check-Point Starvation
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Jade Cocoon has you going through the 4th forest without being able to save the game nor fusing monsters due to story elements, namely that everyone in your village has been Taken for Granite. The king... sovereign... some-guy-who-seems-to-be-in-charge in the next hub comments on your endurance. The initial save point vanishes once you choose to go to sleep, which kicks off a Dream Sequence, a Hopeless Boss Fight, loads of exposition, a tutorial fight, another Hopeless Boss Fight, and still more exposition. Sleep to save time? Twenty-four minutes. You can even see the save point at around the 20-minute mark for an extra bit of cruelty.
 Check-Point Starvation / int_ad619422
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Check-Point Starvation
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In the first Metroid Prime game, there's the beginning of Phazon Mines. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past a gauntlet of shadow troops, mega turrets, wave and ice troopers, and two Mini-Boss battles against an elite pirate and a cloaked drone. The entire segment usually takes an hour or more to complete. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).
 Check-Point Starvation / int_af552e7e
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Check-Point Starvation / int_af552e7e
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Check-Point Starvation
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Code Vein manages to avert this for the most part, especially as a Souls-like game (see the next entry), but the Cathedral Of Sacred Blood plays it infuriatingly straight: its one of, if not the largest map in the entire game and designed like a massive, convoluted maze in 3-dimensions that would take you hours to solve even if it wasn't filled with incredibly powerful enemies, Bottomless Pits, and various other ways to get killed unexpectedly. The various Mistles are not only spaced very far apart but are often hidden so they're easy to miss if you aren't careful; one misstep could find you re-treading an hour's worth of gameplay.
 Check-Point Starvation / int_afbbcb4
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Check-Point Starvation / int_afbbcb4
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Check-Point Starvation
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Breath of Fire: Dragon Quarter: This trope can be invoked with some discretion to the player, unless they are going for the highest D-Ratio, in which case the trope applies for the whole game playthrough.
 Check-Point Starvation / int_b1feec39
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Check-Point Starvation
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Bomberman Act:Zero's single-player campaign had 99 levels with no save points whatsoever. If the player dies or shuts off their Xbox 360 at any point in the game, they have to start the whole thing from the beginning.
 Check-Point Starvation / int_b2b405c2
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 Bomberman Act:Zero (Video Game)
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Check-Point Starvation / int_b2b405c2
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Check-Point Starvation
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Adventure Island II and III had no checkpoints within stages, in contrast to four for each level in Adventure Island I. However, the stages are shorter.
 Check-Point Starvation / int_b34ad8d2
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Check-Point Starvation / int_b34ad8d2
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Check-Point Starvation
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Lost Odyssey: It is quite common for save points to be an hour or more apart in dungeons, most of which are awash with random encounters.
 Check-Point Starvation / int_b41004a1
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1.0
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Brought back for a while in Left 4 Dead 2 for the "Iron Man" mutation. Not only is the game under Realism rules (no glows, no respawning in closets, Witches kill instantly), but if the whole team wipes out, the team is kicked back to the lobby. The Swamp Fever campaign in the same game is the least played due to how long each map can be and even the final map has you going on a long trek before you can get to the finale. Dying here means making that long trek to the finale all over again. Thanks to the ability to create custom levels for both Left 4 Dead games, some user made campaigns can go on for far too long before you reach the next safe house and dying means having that entire run completely wasted as you're sent back to the start.
 Check-Point Starvation / int_b4501394
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Check-Point Starvation / int_b4501394
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Check-Point Starvation
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Ninja Gaiden Sigma 2 has a few passages involve several long and tough fights without the possibility to save in-between. Most notably the last parts of chapter 13 (including the very grueling stairway fight), 14 (the graveyard fights), and the first half of chapter 16 (a long straight corridor). The latter two have an appearance of Recurring Bosses out of nowhere without the usual auto-save. These passages are stressing in Normal but get really sadistic in Master Ninja.
 Check-Point Starvation / int_b55b8015
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Check-Point Starvation
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Losing a life in a standard level mission in Super Mario Sunshine will kick you back to that level's entrance in Delfino Plaza. However, the game makes an exception with the obstacle courses (including those of the Sky & Sea variety): You can retry them as many times as lives you have left without needing to re-enter the mission where they're located, let alone having to reach them again. Another exception is made with the final battle (which comes off as a huge relief, considering the very difficult path in Corona Mountain).
 Check-Point Starvation / int_b87de35b
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1.0
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Check-Point Starvation / int_b87de35b
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Check-Point Starvation
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One of Syphon Filter: The Omega Strain's scrappy mechanics is that unlike previous games, the level remains in the same state when you respawn at a checkpoint, and there's no way to save mid-level either, so if you screw up a mission objective, you have to restart from the beginning of the level.
 Check-Point Starvation / int_ba366aa8
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Check-Point Starvation / int_ba366aa8
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Check-Point Starvation
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In the Animal Crossing series, the player can save sometime before halfway through the Justified Tutorial. Start a game, create a character, choose a house, and talk to all the villagers and the mayor, and this takes about 20 minutes on a new town file.
 Check-Point Starvation / int_bca72091
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1.0
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 AnimalCrossing
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Check-Point Starvation / int_bca72091
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Check-Point Starvation
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Metroid Prime 2: Echoes is infamous for having few life-restoring save points and a dark world that actively drains your life for much of the game. You can restore your life at the Light Beacons, but some areas like the Ing Hive/Sanctuary Fortress distance these ridiculously. The worst one however, is in the submerged part of Torvus Bog where you have to open three locks to gain access to the lowest levels, where the Gravity Boost (and the Alpha Blogg) is. Opening the last lock makes it impossible to get to the save station without the Gravity Boost...and the Alpha Blogg is right between the Gravity Boost and the save station.
 Check-Point Starvation / int_be492827
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Check-Point Starvation
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Averted to the point of deconstruction in Touhou Kanjuden ~ Legacy of Lunatic Kingdom's "Pointdevice" mode which gives you unlimited extra lives and splits each stage up into several chapters; if you die you simply restart at the beginning of your current chapter... What that means in practice is that you have to clear a game that, even in Touhou's Nintendo Hard collection, is considered ludicrously hard, with only one life's worth of resources, as opposed to the replenishing Smart Bombs you normally get with each death. The effect is not entirely unlike playing a shump version of I Wanna Be the Guy, which incidentally was Word of God's inspiration for Legacy of Lunatic Kingdom.
 Check-Point Starvation / int_bea3f08a
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The Legend of Zelda: Majora's Mask: After the opening cinematics, the player must go through the first path as a Deku until they finally reach the Clock Tower, which for a beginning player can take around 15 minutes, and is then followed by a waiting period which, due to the nature of saving in the game, lasts another 32 minutes. Luckily, you can pass the time more quickly by interacting with one of the two dancing scarecrows, and in the 3DS remake, the Owl Statues activate simply by examining them rather than needing to be struck with Link's sword.
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 The Legend of Zelda: Majora's Mask (Video Game)
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Minecraft has hardcore mode. While technically the game still saves constantly and in real time, the entire world will be deleted if the player dies in hardcore mode.
 Check-Point Starvation / int_c19c6efa
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 Minecraft (Video Game)
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Check-Point Starvation
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Super Mario 3D World has this with two levels from World Crown, Champion's Road and Mystery House Marathon. The former is a brutal six part Marathon Level, while the latter is another Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere. Most levels from the Mushroom and Flower worlds, including the difficult Boss Rush level, are devoid of checkpoints as well.
 Check-Point Starvation / int_c1b43f85
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Check-Point Starvation
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Final Fantasy requires you to go through the Mirage Tower followed by the Floating Fortress with no chance to save in between, making both areas effectively one massive dungeon in practice. The PS1 remake averts it partially with RAM saves (which can be reloaded as long as you don't do something to clear the system's RAM, such as a hard reset), and later remakes avert it entirely by letting you save wherever you want.
 Check-Point Starvation / int_c2463c46
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 Final Fantasy (Video Game)
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In Final Fantasy X, immediately after defeating Evrae the party raids the wedding ceremony in Bevelle, going through waves of enemy soldiers and mecha. There is no save point during this assault sequence, and you are likely drained from fighting Evrae. Lose to Bevelle's military and you'll have to fight that giant dragon all over again.
 Check-Point Starvation / int_c2463c55
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1.0
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Brawl in the Family imagines what it might be like for Mario if his sole "checkpoint" was his birth in this animated strip.
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Check-Point Starvation / int_c2ef4b61
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Check-Point Starvation
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There are no checkpoints at all in two of Super Mario Odyssey's post-game areas, "Arrival at Rabbit Ridge" in the Dark Side (a Boss Rush that pits Mario against the Broodals), and "Long Journey's End" at Culmina Crater in the Darker Side (which is also the longest of these final challenge type levels in a Mario game to date).
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Check-Point Starvation
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Perfect Dark Zero has only 2 checkpoints per mission; one at the very beginning, and one about 3/4ths through or before the end level boss fight. This is fine for the shorter missions, but very noticeable on the longer ones. The difficulty level will also determine the amount of mid-level checkpoints available for missions. All of them are available on Agent and Special Agent, Perfect Agent will have 8 out of 13 checkpoints removed and Dark Agent will have all but the one for the tutorial level removed. Dark Agent also removes Regenerating Health and all body armor pickups, which can make many missions that were already long and/or hard even harder than before.
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Check-Point Starvation
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The original Call of Duty did not have checkpoints nearly as often as its later sequels, which made things all the more difficult considering it was also before the series used Regenerating Health. Fortunately, the first game also still allows you to make traditional saves and quicksaves whenever you want.
 Check-Point Starvation / int_c4a1d59e
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Check-Point Starvation
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This is a major part of the difficulty in Shin Megami Tensei III: Nocturne. Save spots are plentiful, but are always set at extremely long distances between each.
 Check-Point Starvation / int_c51b8d7a
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 Shin Megami Tensei III: Nocturne (Video Game)
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Check-Point Starvation
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In The Angry Video Game Nerd Adventures, Fucking Impossible and YOLO modes omit all checkpoints from the level, in addition to disabling saving, turning you into a One-Hit-Point Wonder, and limiting you to five lives and one life respectively.
 Check-Point Starvation / int_c6e31a96
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Super Mario Galaxy and Super Mario Galaxy 2
Some missions are rather long with no checkpoints in them at all, most notably the Daredevil comets, whose primary objective is to finish the stage as a One-Hit-Point Wonder. The two most infamous ones are for "The Sinking Lava Spire" in the first game, which requires the player to traverse the longest mission in That One Level; and "The Perfect Run" in the second, taking place in by far the hardest stage (Grandmaster Galaxy) in a game with a massive Sequel Difficulty Spike.
In both games, there's speed run challenges where you have to beat levels quickly due to a stingy time limit while (in the second) collecting stopwatches to add a few more seconds to your timer. None of these challenges have checkpoints at all, so if you screw up, you have to start over from the beginning. There is one exception; one of the speed run levels in the second game takes place in a Bowser level, which is naturally longer than a standard level. There's one checkpoint in that specific challenge because the level is simply too long for players to keep restarting if they fail every time.
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Check-Point Starvation
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Tron 2.0: Autosaving only occurred at the start of a level, no matter how large said level wasnote Fortunately, you could quicksave whenever you wanted, except.... Saving did not exist at all during the lightcycle matches.
 Check-Point Starvation / int_c7fe972d
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1.0
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 TRON 2.0 (Video Game)
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Check-Point Starvation / int_c7fe972d
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Check-Point Starvation
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The first Captain Comic game has no ability to save. Fortunately, it can be finished in under an hour. The sequel isn't much better. You can save your game, but it only has two locations to reappear at on load, requiring lots of backtracking.
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Fatal Frame:
Fatal Frame I had a savepoint before enterting the Point of No Return. Before reaching the Final Boss location, the player had to walk through a long passage filled with enemies. If the player lost to the Final Boss, they had to start all the way back.
Fatal Frame II was a bit kinder by having a savepoint at the same place, but worse because of the lengthy passage. This passage was longer than the one in the previous game and filled with several Mourners, meaning the player had to choose between wasting film on defeating them or trying to weave past them, risking damage. The only upside to this was, if the player was on an ending where the final battle was against Sae, there was an autosave at The Abyss where she is fought.
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Checkpoints in God Hand are invisible, so you can't tell if there are any in a level until you die. Generally, they're where the game loads a new screen (but not always)... which means that any level where the game doesn't have to load a new area, like "Flying Pyramid", has to be done in one go.
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Usually, losing a life in Jet Force Gemini put the character's back into the start of the area where he or she was defeated (they all have only three lives each per level, however, so the player has to keep an eye on not dying too often). However, the Interior level of the eighth world (Rith Essa) only consists of one long, marathon-sized area filled with enemies of many kinds, so every time Lupus (the character designated for that specific level) dies he'll have to go all the way until the part of the area where the Drones who killed him are. Luckily, this is also one of the few levels that don't need to be revisited in the future (as long as all Tribals are rescued the first time), as it has no Ship Parts or even optional goodies for Juno or Vela.
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It takes roughly 20 to 30 minutes from starting Pokémon Mystery Dungeon: Explorers before you are allowed your first save, not counting the brief unskippable cinematic.
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The final stage of the Famicom port of Gradius II has no checkpoints. The stage is a bit shorter than the previous ones, but it is still long and challenging enough that one death is a serious setback.
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In Super Mario Maker 2, checkpoints are forbidden in levels with unique clear conditions, such as reaching a minimum or total amount of something (coins gathered, specimens of a certain enemy defeated, P Switches pressed, etc.), wearing a powerup or carrying an item in the hands, or preserving a delicate status like not taking damage or not touching the floor again after jumping. This becomes a problem if the level is too long, and this is indeed the case for certain levels in story mode.
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Resonance of Fate features exactly one permanent save point - your base of operations - that quickly becomes prohibitively hard to return to during an outing. The player can place their own save terminals on the world map fairly easily (and they're encouraged to, as this forms the cornerstone of several other game mechanics) but this is little comfort during dungeons, which are nearly all long and resource-taxing by design. Fortunately, the "suspend" option common to handheld game is readily available, as long as one isn't actively being shot at.
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Luigi's Mansion's fourth zone opens with the titular mansion getting plunged into a blackout, which not only brings the ghosts back and then some, but also drives the Toads, who save your progress, out of the house. Luigi needs to get the power back on before the player can save again normally, and due to the blackout, ghosts are now present in every room you've cleared, and respawn every time you reenter one. You are allowed one save, however, if you go into the Telephone Room and answer a call that turns out to be from Toad.
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The developers of Super R-Type did not put any checkpoints whatsoever in levels. This is, in fact, generous, as dying deprives you of all powerups, and your basic ship is woefully underpowered and poorly protected by default. Starting the level over give you a breather at the beginning to get your Force back up to par to give you a chance. On the downside, dying to a boss means having to work your way back to it.
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The sequel, The Evil Within 2, averts this with checkpoints being much more common as well as more safe houses for you to regularly save. However, it's still played straight when playing the game on Classic Mode. There, the autosave function has been disabled completely and you're only allowed to save 7 times throughout the whole game.
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Paper Mario: The Thousand-Year Door and Super Paper Mario: The Pit of 100 Trials, a 100-room dungeon that provides no way to save progress during an attempt at beating it.
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The checkpoint in Plant Man's level in Mega Man 6 is placed after the first of two Mini Bosses, which is soon followed by a much-dreaded lengthy spring section up to the Boss Corridor.
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The Amnesia: The Dark Descent Downloadable Content Justine only lasts a couple of hours, but you cannot save anywhere, unlike the main game where you could. This is a problem, because the player character is a One-Hit-Point Wonder and there are three terrifying and dangerous puzzles you have to survive.
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In Battle Kid: Fortress of Peril's only special stage, the fake checkpoint simply rises up out of the room as you approach it.
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None of the Action 52 games have checkpoints, so you start from the beginning of the level if you die.
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Resistance: Fall Of Man: each level only had 1 or 2 checkpoints, with many major firefights between each checkpoint. Given how quickly you can go from full health to completely dead in this game, it's very common to get booted back 15-20 minutes of progress just as you're about to hit the next checkpoint. The sequels used a much more conventional and forgiving checkpoint system.
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Any Super Monkey Ball 2 ROM hack that has Ultimate mode in place of Master requires you to go through all difficulties without saving if you select Ultimate. Monkeyed Ball 2 is an example of this.
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The Impossible Quiz: There are over 100 questions with no checkpoints or continues, meaning that a mistake sends the player back to the beginning of the game. The game contains a lot of Trial-and-Error Gameplay, and many of the questions are timed, with the timer running out on a question counting as a loss. The game does provide "skips" so that the player can get past any question that they think they cannot answer until the last question, where the player must use every skip that the game offered to pass the question. The sequel goes out of its way to mock the player for even wanting Check Points.
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Grand Theft Auto IV introduces autosaves after missions, but if you happen to turn it off, you only have one safehouse in each borough (and you lose the Broker one early in the game and never get a new one), while the DLC only gives one or two safehouses for each protagonist in the entire city. Thankfully, the game introduced the ability to restart a mission via your in-game phone immediately after failing, but very few do anything but simply start the mission again from the beginning. The Ballad of Gay Tony DLC for IV finally addresses the issue by adding checkpoints, they are still quite scarce, though, each mission usually having one checkpoint.
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Dragon Quest series allows the player to get saved only at a town church. Some towns don't even have one. You can't do a hard save in the field or dungeon, just a Suspend Save. Every game since the first, however, has offered the ability to teleport instantly to a town that allows you to save as a relatively low level spell and a very inexpensive item, and also a spell to instantly evacuate dungeons. However, in the 5th game, Hand of the Heavenly Bride, the return-to-save-point spell isn't available until about the halfway point in the game, which can cause issues.
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The Legend of Spyro games - well, the first two - were terrible about this. Say you just got done fighting one of the game's most exhaustive battles, not counting the ten that came before it, and you're sure you're near the boss - then you get called away for dinner and shut down the game. It has no manual save feature, but that must mean it saves your progress on its own, right? I-it wouldn't be so cruel as to make you start from the very beginning of the level again, right? R-right guys?
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Dark Forces does not allow in-level saving that is common in first-person shooters. If Kyle gets killed, one extra life is consumed to respawn him at a Checkpoint, which is only as inconvenient as running back to the spot is. Lose all your lives or abort the mission, however, and you'll have to start the level all over again.
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In VVVVVV:
Getting the Shiny Trinket in "Prize for the Reckless" requires the player to refrain from using any checkpoint past the room the trinket is in.note  The player must activate a moving platform from the top of the screen, and then ride on that moving platform from the bottom. However, traveling from the top to the bottom of that screen normally requires traversing several other screens. Once you leave a screen, all changes made to that screen reset, so the moving platform would no longer be active. The solution is to activate a checkpoint at the bottom of the first screen, make it to the top of that screen without hitting any other checkpoints, activate the moving platform, and finally, kill yourself so that you reappear at the checkpoint at the bottom. Because you never changed screens while respawning, the moving platform is still active, and you can ride it to the Shiny Trinket.
The player level Bracketed Backslash subverts this with the Side Shaft, its variant of the Tower, which at first looks like a DTTHW clone, meaning it would be an entire dungeon of swerving to avoid spikes with no breaks in between, but it's not. There's still swerving to avoid spikes, there are just breaks in between.
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Plok: Not one single level in the game has a checkpoint. If you die, you go all the way back to the start of the level you were on, and while this might not seem that bad at first, Plok also has the distinction of being one of the most deceptively and unfairly difficult games on the SNES. Fortunately, when you die, dead Fleas stay dead, so doing the level over isn't as bad as it could be.
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In Battle Kid 2: Mountain of Torment's first special stage, the fake checkpoint simply changes position each time you approach and chase it. In the second special stage, it appears to work... and then shuts down with an "out of order" message. The third special stage's fake checkpoint is a Rickroll, complete with a "never gonna save your game" message.
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Quest 64.
You can't technically die in this game; upon defeat; you keep all experience, but you forfeit all of the items you may have used before you were knocked out. However, there are several caves along the way, which can take anywhere from 20 minutes to 2 hours depending on your spirit levels. The Blue Cave in particular is a rather ridiculous exercise in patience. If you don't have the Healing spell from Water, your chances here are very slim.
The game starts you off at the top of a church. You need to make your way all the way through it, and into the first city just to save. This usually takes about 20 or so minutes, depending if you search for items/exposition.
The remake on the Game Boy Color Quest: Brian's Journey does it in a different way. You have to go through a very long extended cutscene, about 30 minutes or so. However, this is subverted since you can save at any time outside of a cutscene.
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Valfaris, like Shovel Knight, encourages the player to engage in self-inflicted checkpoint starvation. Checkpoints require Resurrection Idols to activate, and though there are more than enough Idols to activate every checkpoint in the game, holding onto them increases your max health and energy, and at the end of every level is a machine that spits out weapon upgrade materials in exchange for Idols.
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Autosaves in The Evil Within mostly occur after you've made a lot of progress in a level or before a boss fight. While some gamers consider this an Anti-Frustration Feature, given the game's difficulty, it still requires you to be extra careful with managing your ammo and health so you won't have to start over from the previous checkpoint. Plus, the only way to manually save the game is through the abandoned morgue which can only be accessed through mirror portals that appear randomly throughout the game.
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Mega Man:
Due to a bug, if you die against the first Fortress Boss (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.
The checkpoint in Plant Man's level in Mega Man 6 is placed after the first of two Mini Bosses, which is soon followed by a much-dreaded lengthy spring section up to the Boss Corridor.
The fan game Mega Man Unlimited is pretty stingy with checkpoints, and some of the ones that are there are badly placed (for example, right before a Mini-Boss).
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Metroid:
Metroid: Since this game precedes the introduction of Save Stations in the series, there are five checkpoints in the entire game, and all of them are at the start of each area you enter.
In the first Metroid Prime game, there's the beginning of Phazon Mines. There's a save station near the entrance. It's the last one for a long time, and getting to the next one requires getting past a gauntlet of shadow troops, mega turrets, wave and ice troopers, and two Mini-Boss battles against an elite pirate and a cloaked drone. The entire segment usually takes an hour or more to complete. If you happen to not realize that there was one there (and is completely possible since it is tucked away in the opposite side of the entrance), then the last save point would be Samus' ship (or the south-east corner of the Chozo Ruins).
Metroid Prime 2: Echoes is infamous for having few life-restoring save points and a dark world that actively drains your life for much of the game. You can restore your life at the Light Beacons, but some areas like the Ing Hive/Sanctuary Fortress distance these ridiculously. The worst one however, is in the submerged part of Torvus Bog where you have to open three locks to gain access to the lowest levels, where the Gravity Boost (and the Alpha Blogg) is. Opening the last lock makes it impossible to get to the save station without the Gravity Boost...and the Alpha Blogg is right between the Gravity Boost and the save station.
Metroid Prime 3: Corruption has two areas:
The GFS Valhalla. The only save point is Samus's gunship, left at the docking area, so the entire area has to be explored in one run without dying.
Once you hit Phaaze, your ship locks you out, forcing you to finish the game in one go. Fortunately, there is a checkpoint once you reach the Final Boss, so if you die fighting it you go back to the start of the fight.
Metroid Fusion has this before Yakuza, the giant spider boss. The power in the station goes out, so the only save point is your ship. The boss is fairly tough and requires navigating a maze full of Space Pirate disguised X parasites. There are also two power ups in the area. Dying at any point means traveling halfway across the station and collecting everything again. Less frustrating than most examples here, but definitely qualifies. Particularly bad because there is a checkpoint nearby, it's just useless because the power is off. It is by far the worst section of the 1% run, which basically means having to avoid picking up any extra missile/health tanks throughout the game. The previously mentioned obstacles are now major obstacles. One of, if not the, hardest boss in the game is capable of killing Samus in one hit, and even if you manage to somehow defeat the boss, the enemies in the very next room, between you and the save point, are the first mooks that can kill Samus in one hit without any extra energy tanks.
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Dead Rising features a little of this in its main scenario (there are no soft checkpoints between going between sections of the mall or before fighting bosses), but Infinity Mode does not feature a single checkpoint nor way to save your game. As the sole objective of Infinity mode is to survive as long as you can, this can lead to trouble. One achievement requires you to stay alive for the real-time equivalent of fourteen hours - and when the game was released, the Xbox 360 was going through incredibly high rates of getting the RROD. Thankfully, its sequels fixed this problem: Dead Rising 2 introduced checkpoints before going into different areas or fighting bosses, and Dead Rising 2: Off the Record changed Infinity Mode to Sandbox Mode, adding the ability to save as well as checkpoints.
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Dead Space 2: This trope is used deliberately in "Hardcore Mode". Specifically, it only allows the player to save three times in the whole game, and there are no checkpoints, other than at the disc change on the Xbox 360 version.
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 Check-Point Starvation / int_f3f99ac5
comment
Space Puzzle Bobble (aka Space Bust-a-Move)'s story mode: Unlike other Puzzle Bobble/Bust-A-Move games, if you lose, you have to start over at the beginning of the group of five levels per stage all over again, and that means if you collected a Cosmo Bubble without popping it, you have to do that over again.
 Check-Point Starvation / int_f3f99ac5
featureApplicability
1.0
 Check-Point Starvation / int_f3f99ac5
featureConfidence
1.0
 Bubble Bobble (Video Game)
hasFeature
Check-Point Starvation / int_f3f99ac5
 Check-Point Starvation / int_f7c8e36e
type
Check-Point Starvation
 Check-Point Starvation / int_f7c8e36e
comment
In Octopath Traveler, you have to fight your way through an eight-man Boss Rush to get to the True Final Boss, all without saving.
 Check-Point Starvation / int_f7c8e36e
featureApplicability
1.0
 Check-Point Starvation / int_f7c8e36e
featureConfidence
1.0
 Octopath Traveler (Video Game)
hasFeature
Check-Point Starvation / int_f7c8e36e
 Check-Point Starvation / int_f7d93e4a
type
Check-Point Starvation
 Check-Point Starvation / int_f7d93e4a
comment
Let's just say that as a rule, due to the nature of stealth games involving you having to get around and usually take down difficult enemies without being caught, and restarting if you do happen to get caught, it is typically in good form to provide the player the ability to save for themselves after getting past a certain point, so they don't have to sneak through the whole level again. The Assassin's Creed series does not allow you to save manually. If you need to go undetected for any reason, and the level is particularly long, good luck, as the Animus will not be giving you much reprieve.
 Check-Point Starvation / int_f7d93e4a
featureApplicability
1.0
 Check-Point Starvation / int_f7d93e4a
featureConfidence
1.0
 Assassin's Creed (Franchise)
hasFeature
Check-Point Starvation / int_f7d93e4a
 Check-Point Starvation / int_f97af04c
type
Check-Point Starvation
 Check-Point Starvation / int_f97af04c
comment
The fan game Mega Man Unlimited is pretty stingy with checkpoints, and some of the ones that are there are badly placed (for example, right before a Mini-Boss).
 Check-Point Starvation / int_f97af04c
featureApplicability
1.0
 Check-Point Starvation / int_f97af04c
featureConfidence
1.0
 Mega Man Unlimited (Video Game)
hasFeature
Check-Point Starvation / int_f97af04c
 Check-Point Starvation / int_fab472d2
type
Check-Point Starvation
 Check-Point Starvation / int_fab472d2
comment
Dark Souls is downright brutal with bonfire (checkpoint) placement at times.
You generally only get one or two per level, and some levels have none at all. While you can usually open up shortcuts on subsequent runs through areas and minibosses don't respawn, getting to some bosses can be incredibly difficult. Then after that, most bosses can kill you in one or two hits.
A particularly cruel example is the Taurus Demon, the second boss. There are no shortcuts to open up to reach it more easily, so you have to play the whole level again when you get killed by it. And this is at the start, so the dozens of relatively weak enemies you have to fight are all life-threateningly hard.
While you don't have to play through the whole Tomb of the Giants to get to Gravelord Nito, you still have to go through a large chunk with some Demonic Spiders such as the Pinwheel copies and skeleton dogs, which will take longer than actually fighting Nito.
In Quelaag's Domain and the beginning of the Demon's Ruins, there are 2 bonfires almost next to each other, which is rather pointless (although the one in Quelaag's Domain is one of the few bonfires that can be teleported to using the Lordvessel). On the other hand, New Londo Ruins (which is one of the hardest locations in the game, and has an even harder boss) has none.
 Check-Point Starvation / int_fab472d2
featureApplicability
1.0
 Check-Point Starvation / int_fab472d2
featureConfidence
1.0
 Dark Souls (Video Game)
hasFeature
Check-Point Starvation / int_fab472d2
 Check-Point Starvation / int_fe24dd6f
type
Check-Point Starvation
 Check-Point Starvation / int_fe24dd6f
comment
The first three Medal of Honor console games had no in-level checkpoints. This was a major problem with the longer levels in Frontline. In Rising Sun, you often go two or three whole levels between checkpoints to save the game.
In Medal of Honor: Vanguard, both of the levels in Operation Varsity ('Endgame' and 'The Crucible'), have very long intervals between checkpoints. Two sections in peticular are especially bad when it comes to checkpoints. The first is the Hold the Line section in 'Endgame', which is very long and does not have any checkpoints between the start of it and the end. The second is the Sniper Duel section in 'The Crucible', which is very difficult and long and does not have any checkpoints between the start and the end, what's worse is that the next section after it also doesn't have any checkpoints, meaning if the player dies there, they have to go restart from the beginning of the sniper section.
 Check-Point Starvation / int_fe24dd6f
featureApplicability
1.0
 Check-Point Starvation / int_fe24dd6f
featureConfidence
1.0
 Medal of Honor (Video Game)
hasFeature
Check-Point Starvation / int_fe24dd6f
 Check-Point Starvation / int_fe290684
type
Check-Point Starvation
 Check-Point Starvation / int_fe290684
comment
Getting Over It with Bennett Foddy has no checkpoints; if you fall, you fall, and must climb back up again from however far you fell - potentially as far as the very beginning of the game. At the very least, the game saves whenever you exit the game. That said, it also saves if you fall, too.
 Check-Point Starvation / int_fe290684
featureApplicability
1.0
 Check-Point Starvation / int_fe290684
featureConfidence
1.0
 Getting Over It with Bennett Foddy (Video Game)
hasFeature
Check-Point Starvation / int_fe290684
 Check-Point Starvation / int_ff9ca30
type
Check-Point Starvation
 Check-Point Starvation / int_ff9ca30
comment
Metroid Prime 3: Corruption has two areas:
The GFS Valhalla. The only save point is Samus's gunship, left at the docking area, so the entire area has to be explored in one run without dying.
Once you hit Phaaze, your ship locks you out, forcing you to finish the game in one go. Fortunately, there is a checkpoint once you reach the Final Boss, so if you die fighting it you go back to the start of the fight.
 Check-Point Starvation / int_ff9ca30
featureApplicability
1.0
 Check-Point Starvation / int_ff9ca30
featureConfidence
1.0
 Metroid Prime 3: Corruption (Video Game)
hasFeature
Check-Point Starvation / int_ff9ca30

The following is a list of statements referring to the current page from other pages.

 Check-Point Starvation
processingCategory2
Video Game Difficulty Tropes
 Alien vs. Predator (Franchise) / int_f09021fe
type
Check-Point Starvation
 Animal Crossing (Franchise) / int_2bfd6a1e
type
Check-Point Starvation
 Fatal Frame (Franchise) / int_f09021fe
type
Check-Point Starvation
 HAT Films (Lets Play)
seeAlso
Check-Point Starvation
 HC Bailly (Lets Play) / int_2bfd6a1e
type
Check-Point Starvation
 Super Jeenius (Lets Play) / int_2bfd6a1e
type
Check-Point Starvation
 CheckpointStarvation
sameAs
Check-Point Starvation
 It Gets Better
seeAlso
Check-Point Starvation
 Tropes A to F / Real Life / int_f09021fe
type
Check-Point Starvation
 Greed / int_2bfd6a1e
type
Check-Point Starvation
 Who Wants to Be a Millionaire? / int_2bfd6a1e
type
Check-Point Starvation
 Perplexus (Tabletop Game) / int_2bfd6a1e
type
Check-Point Starvation
 A Dance of Fire and Ice (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 AMY (Video Game) / int_f09021fe
type
Check-Point Starvation
 ANNO: Mutationem (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ace Combat 7: Skies Unknown (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Action 52 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Action 52 Owns (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Adventure Island (Video Game) / int_f09021fe
type
Check-Point Starvation
 Adventure Time (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Alien: Isolation (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Aliens vs. Predator (2010) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Amnesia: The Dark Descent (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Amy (2012) (Video Game) / int_f09021fe
type
Check-Point Starvation
 An Ordinary Sonic ROM Hack (Video Game) / int_f09021fe
type
Check-Point Starvation
 Arc Rise Fantasia (Video Game) / int_f09021fe
type
Check-Point Starvation
 Ashen (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Azurik: Rise of Perathia (Video Game) / int_f09021fe
type
Check-Point Starvation
 Banjo-Kazooie (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Baraduke (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Barbie (1991) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Battle Kid 2: Mountain of Torment (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Battlefield 3 (Video Game) / int_f09021fe
type
Check-Point Starvation
 Battlefleet Gothic: Armada 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Battletoads (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 BeamNG (Video Game) / int_f09021fe
type
Check-Point Starvation
 Bendy and the Ink Machine (Video Game) / int_f09021fe
type
Check-Point Starvation
 BinaryBoy
seeAlso
Check-Point Starvation
 BIT.TRIP (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Black (Video Game) / int_f09021fe
type
Check-Point Starvation
 Black (2006) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Black★Rock Shooter (Video Game) / int_f09021fe
type
Check-Point Starvation
 Blaster Master (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Blaster Master Zero II (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Bloodstained: Curse of the Moon (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Bloodstained: Ritual of the Night (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Body Harvest (Video Game) / int_f09021fe
type
Check-Point Starvation
 Bomberman Act:Zero (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Borderlands (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Bracketed Backslash (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Bubble Bobble (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Bullet (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 BUTCHER (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Captain Toad: Treasure Tracker (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Castlevania III: Dracula's Curse (Video Game) / int_f09021fe
type
Check-Point Starvation
 Cave Story (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Celeste (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 ChaoIslandTranquilCorruptGenocide
seeAlso
Check-Point Starvation
 Chibi-Robo! (Video Game) / int_f09021fe
type
Check-Point Starvation
 Children of Mana (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Chimps On A Blimp (Video Game) / int_f09021fe
type
Check-Point Starvation
 Chop Goblins (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 ClaDun (Video Game) / int_f09021fe
type
Check-Point Starvation
 Club Penguin (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Code Vein (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Coral Island (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Crash Bandicoot (1996) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Crash Bandicoot 4: It's About Time (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Crazy Penguin Catapult (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Cröixleur (Video Game) / int_f09021fe
type
Check-Point Starvation
 Danganronpa Another Episode: Ultra Despair Girls (Video Game) / int_f09021fe
type
Check-Point Starvation
 Dark Ages (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Dark Forces (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Dark Savior (Video Game) / int_f09021fe
type
Check-Point Starvation
 Dark Souls (Video Game) / int_f09021fe
type
Check-Point Starvation
 Daylight (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Dead Space 2 (Video Game) / int_f09021fe
type
Check-Point Starvation
 Delta Force (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Dementium: The Ward (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Demoniaca: Everlasting Night (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Deus Ex: Mankind Divided (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Devil May Cry 3: Dante's Awakening (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Devil May Cry 5 (Video Game) / int_f09021fe
type
Check-Point Starvation
 Distorted Travesty (Video Game) / int_f09021fe
type
Check-Point Starvation
 Divinity: Original Sin (Video Game) / int_f09021fe
type
Check-Point Starvation
 Donkey Kong 64 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Donkey Kong Country (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Donkey Kong Country 2: Diddy's Kong Quest (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Donkey Kong Country 3: Dixie Kong's Double Trouble! (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Donkey Kong Country Returns (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Donkey Kong Country: Tropical Freeze (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Doom Eternal (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Dragon: Marked for Death (Video Game) / int_f09021fe
type
Check-Point Starvation
 Enemy Zero (Video Game) / int_f09021fe
type
Check-Point Starvation
 Etrian Odyssey (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Eversion (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Everybody's Gone to the Rapture (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Evil Dead: The Game (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Far Cry 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Fatal Frame (Video Game) / int_f09021fe
type
Check-Point Starvation
 Fear & Hunger: Termina (Video Game) / int_f09021fe
type
Check-Point Starvation
 Final Fantasy III (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Final Fantasy III (Video Game) / int_f09021fe
type
Check-Point Starvation
 Final Fantasy Type-0 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Final Fantasy XV (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Fist of the North Star: Lost Paradise (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Five Nights at Freddy's: Security Breach (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Forgive Me Father (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Freedom Fighters (2003) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Fuga: Melodies of Steel (Video Game) / int_f09021fe
type
Check-Point Starvation
 Future Cop: L.A.P.D. (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 GTFO (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Game Dot BPS (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Geometry Dash (Video Game) / int_f09021fe
type
Check-Point Starvation
 Getting Over It with Bennett Foddy (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ghost Recon (Video Game) / int_f09021fe
type
Check-Point Starvation
 Ghost Recon Wildlands (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ghosts 'n Goblins (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Gimmick! (1992) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Grabbed by the Ghoulies (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Gradius (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Grand Poo World 3 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Grand Theft Auto (Classic) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Grand Theft Auto IV (Video Game) / int_f09021fe
type
Check-Point Starvation
 Grandia Xtreme (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Green Mountain (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Grim Dawn (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Guild Wars 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Happy Tree Friends Adventures (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Happy Wheels (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 HarmoKnight (Video Game) / int_f09021fe
type
Check-Point Starvation
 Haydee (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Hollow Knight (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Holo X Break (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 House of the Dead (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 I Wanna Be the Guy (Video Game) / int_f09021fe
type
Check-Point Starvation
 ICO (Video Game) / int_f09021fe
type
Check-Point Starvation
 In Between (Video Game) / int_f09021fe
type
Check-Point Starvation
 Incision (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Infernax (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Iron Harvest (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Jade Cocoon (Video Game) / int_f09021fe
type
Check-Point Starvation
 Jedi Knight: Dark Forces II (Video Game) / int_f09021fe
type
Check-Point Starvation
 Jedi Knight II: Jedi Outcast (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Jet Force Gemini (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Jump King (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Just Shapes & Beats (Video Game) / int_f09021fe
type
Check-Point Starvation
 Kero Blaster (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Kid Dracula (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 kill.switch (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Kingsley's Adventure (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Kirby's Adventure (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Kirby's Blowout Blast (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Kye (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 La-Mulana 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Little Big Adventure (Video Game) / int_f09021fe
type
Check-Point Starvation
 LittleBigPlanet (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 LittleBigPlanet (Video Game) / int_f09021fe
type
Check-Point Starvation
 LocoRoco (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Lufia II: Rise of the Sinistrals (Video Game) / int_f09021fe
type
Check-Point Starvation
 Luigi's Mansion (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Luigi's Mansion: Dark Moon (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Lyle in Cube Sector (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mad Stalker: Full Metal Force (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Manic Miners (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Marathon (Video Game) / int_f09021fe
type
Check-Point Starvation
 Marble Blast Platinum (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Marrow (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mass Effect: Infiltrator (Video Game) / int_f09021fe
type
Check-Point Starvation
 Medabots: Metabee and Rokusho (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Medal of Honor (Video Game) / int_f09021fe
type
Check-Point Starvation
 Mega Man 2 (Video Game) / int_f09021fe
type
Check-Point Starvation
 Mega Man 3 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man 4 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man 8-Bit Deathmatch (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man Maker (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man: Maverick Hunter X (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man Rock Force (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man Star Force (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mega Man Unlimited (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metal Wolf Chaos (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metro Exodus (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metroid (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metroid Fusion (Video Game) / int_f09021fe
type
Check-Point Starvation
 Metroid Prime (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metroid Prime 2: Echoes (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metroid Prime 3: Corruption (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Metroid Prime Trilogy (Video Game) / int_f09021fe
type
Check-Point Starvation
 Milon's Secret Castle (Video Game) / int_f09021fe
type
Check-Point Starvation
 Mineirinho Ultra Adventures (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Monuments Of Mars (Video Game) / int_f09021fe
type
Check-Point Starvation
 Moon: Remix RPG Adventure (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mutant Mudds (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Mute Crimson (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 New Super Luigi U (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 New Super Mario Bros. U (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 New Super Mario Bros. Wii (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ni no Kuni (Video Game) / int_f09021fe
type
Check-Point Starvation
 Nightmare Boy (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Nightshade (1992) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Ninja Gaiden II (2008) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Ninja Gaiden (NES) (Video Game) / int_f09021fe
type
Check-Point Starvation
 NinjaSenki
seeAlso
Check-Point Starvation
 No Time to Explain (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Noita (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Octopath Traveler (Video Game) / int_f09021fe
type
Check-Point Starvation
 OneShot (Video Game) / int_f09021fe
type
Check-Point Starvation
 Oni (Video Game) / int_f09021fe
type
Check-Point Starvation
 Only Up! (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ori and the Blind Forest (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Original War (Video Game) / int_f09021fe
type
Check-Point Starvation
 Outbreak (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Overload (Video Game) / int_f09021fe
type
Check-Point Starvation
 Pacific Drive (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Paint the Town Red (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Paper Mario: The Thousand-Year Door (Video Game) / int_f09021fe
type
Check-Point Starvation
 Perfect Dark (Video Game) / int_f09021fe
type
Check-Point Starvation
 Pipeworks ''Godzilla'' Trilogy (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Planet of the Apes (2001) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Pokémon Colosseum (Video Game) / int_f09021fe
type
Check-Point Starvation
 Pokémon Super Mystery Dungeon (Video Game) / int_f09021fe
type
Check-Point Starvation
 Power Drill Massacre (Video Game) / int_f09021fe
type
Check-Point Starvation
 Power Pro-kun Pocket 7 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Prehistorik (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Project Downfall (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Quest 64 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Quest: Brian's Journey (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 R-Type (Video Game) / int_f09021fe
type
Check-Point Starvation
 Rayman (Video Game) / int_f09021fe
type
Check-Point Starvation
 Rayman Legends (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Receiver (Video Game) / int_f09021fe
type
Check-Point Starvation
 Red Dead Revolver (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Repton (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Resident Evil 2 (Remake) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Resident Evil 2 (Remake) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Resident Evil 4 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Resident Evil 6 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Resident Evil – Code: Veronica (Video Game) / int_f09021fe
type
Check-Point Starvation
 Resistance (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Retro Game Challenge (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Rise of the Tomb Raider (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Road of Fury (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Rune Factory 4 (Video Game) / int_f09021fe
type
Check-Point Starvation
 SCP: 5k (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 SCP – Containment Breach (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Saints Row (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Saints Row 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Scarface: The World Is Yours (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Secret Service (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Shadow Complex (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Shadow Warrior (2013) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Shin Megami Tensei IV (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Shovel Knight (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sierra 7 (2019) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sincere Deceit (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Solatorobo: Red the Hunter (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Somari (Video Game) / int_f09021fe
type
Check-Point Starvation
 Sonic Advance Trilogy (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sonic.EYX (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sonic Robo Blast 2: The Past (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sonic the Hedgehog (2006) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Sonic the Hedgehog (Video Game) / int_f09021fe
type
Check-Point Starvation
 Sonic the Hedgehog 2 (8-bit) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sonic Unleashed (Video Game) / int_f09021fe
type
Check-Point Starvation
 South Park (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 South Park: Snow Day! (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Space Beast Terror Fright (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Spider-Man and the X-Men in Arcade's Revenge (Video Game) / int_f09021fe
type
Check-Point Starvation
 SpongeBobSquarePants
seeAlso
Check-Point Starvation
 SpongeBob SquarePants: Battle for Bikini Bottom (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Spooky's Jump Scare Mansion (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Spyro the Dragon (1998) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Stranglehold (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Hostile (Video Game) / int_f09021fe
type
Check-Point Starvation
 Super Mario 3D Land (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario 3D World (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Bros. (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Bros. 3 (Video Game) / int_f09021fe
type
Check-Point Starvation
 Super Mario Bros. 3Mix (Video Game) / int_f09021fe
type
Check-Point Starvation
 Super Mario Bros. Special (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Bros.: The Lost Levels (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Galaxy (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Galaxy 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Land 2: 6 Golden Coins (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Maker (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Maker 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario Sunshine (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario World (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Mario World 2: Yoshi's Island (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Paper Mario (Video Game) / int_f09021fe
type
Check-Point Starvation
 Super Princess Peach (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Sami Roll (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Super Smash Bros. Brawl (Video Game) / int_f09021fe
type
Check-Point Starvation
 Superman 64 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Supertux (Video Game) / int_f09021fe
type
Check-Point Starvation
 SWAT Kats (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Sword Of Rapier (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Swords of Fury (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Takedown: Red Sabre (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Teenage Mutant Ninja Turtles (1989) (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Angry Video Game Nerd Adventures (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Ascent (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Binding of Isaac (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Blueballs Incident (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Caligula Effect (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Caverns of Hammerfest (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Citadel (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Dame Was Loaded (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Denpa Men (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Emperor's New Groove (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Evil Within (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Evil Within 2 (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Forest (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Immortal (1990) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Impossible Quiz (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Legend of Dragoon (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Legend of Legacy (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Legend of Zelda: Majora's Mask (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Painscreek Killings (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Second Reality Project (Video Game) / int_f09021fe
type
Check-Point Starvation
 The Wing Of Madoola (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Tiny Toon Adventures: Buster's Hidden Treasure (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Titus the Fox (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Tomb Raider III (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Transformers: The Game (DS) (Video Game) / int_f09021fe
type
Check-Point Starvation
 Trenches (2021) (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 TRON 2.0 (Video Game) / int_f09021fe
type
Check-Point Starvation
 Turning Point: Fall of Liberty (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Turok (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Vaccine (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Valfaris (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Valkyrie Profile (Video Game) / int_f09021fe
type
Check-Point Starvation
 What Did I Do to Deserve This, My Lord? (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Which Way Adventure (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 White Day: A Labyrinth Named School (Video Game) / int_f09021fe
type
Check-Point Starvation
 X2: Wolverine's Revenge (Video Game) / int_f09021fe
type
Check-Point Starvation
 XIII (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Yakuza: Like a Dragon (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Yooka-Laylee (Video Game) / int_f09021fe
type
Check-Point Starvation
 Yooka-Laylee and the Impossible Lair (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Yoshi's Crafted World (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Yoshi's Woolly World (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ys V: Lost Kefin, Kingdom of Sand (Video Game) / int_f09021fe
type
Check-Point Starvation
 Yu-Gi-Oh! Forbidden Memories (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Yume Penguin Monogatari (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 YuuYuu Jiteki no Yuukarin (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Elemental Gimmick Gear (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Subnautica (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 TheCavernsOfHammerfest
seeAlso
Check-Point Starvation
 The Krion Conquest (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 The Legend of Zelda: A Link Between Worlds / Videogame / int_f09021fe
type
Check-Point Starvation
 Rerez (Web Video) / int_2bfd6a1e
type
Check-Point Starvation
 Pro Pinball: Fantastic Journey (Video Game) / int_2bfd6a1e
type
Check-Point Starvation
 Ys (Video Game) / int_f09021fe
type
Check-Point Starvation