Check Point: Difference between revisions

m
update links
m (update links)
Line 53:
* The [[Play Station 2]] game ''[[Primal]]'' used teleportation gates called "rift gates." These were a last resort checkpoint only. How it worked was that if Jen (the main character) ran out of energy gems and health in a monster form, she'd revert back to human form. If she ran out of health as a human, she'd be put into a "near death" state in her physical body (the game was taking place in a spirit world). At that point, you, as Scree, would have to race to the nearest rift gate to bring her back. Although there was no visible clock, this was a [[Timed Mission]], so if you didn't make it, [[Game Over|Jen died]]. (If you did, then once Scree brought her back through, he'd admonish her, "Take better care of yourself!")
* Check points in ''[[Purple]]'' usually take a form of purple hexagon signs with a question mark. Touching these would replace the question mark with an icon representing the level and can be turned back off by attacking them.
* ''[[Demons Souls|Demon's Souls]]'' has one checkpoint that spawns at the end of every boss fight, dividing each level into 3-4 sections.
* ''[[Ballance]]'' has check points in the form of round bowls flanked with a pair of torches, which light up with purple flame when your ball passes through. If you lose a life you respawn at the checkpoint, but if you lose all lives you need to restart the elvel. (Extra life bonuses DO respawn when you lose a life, thus theoretically allowing you to remain immortal if you are careful.)
* ''[[Call of Duty]]'' used checkpoints in the form of auto saves since the beginning, but this had the problem of occasionally putting you in an [[Unwinnable]] situation if this was your only save and the game decided to save right before you died. This got fixed in later games when it finally went to a checkpoint only system.