Difference between revisions of "Checkpoint"
From Sonic Retro
(→Later games) |
|||
(One intermediate revision by one other user not shown) | |||
Line 39: | Line 39: | ||
Most later ''Sonic the Hedgehog'' games gave checkpoints which serve little else than to save progress. They take a variety of forms and use different names, but the result is the same. | Most later ''Sonic the Hedgehog'' games gave checkpoints which serve little else than to save progress. They take a variety of forms and use different names, but the result is the same. | ||
− | ''[[Sonic Heroes]]'' uses '''check points''' (チェックポイント){{fileref|SonicHeroes GC US manual.pdf|page=27}} indicated by a floating yellow star enclosed in a red circle. These return as '''checkpoints''' in ''[[Sonic Rush]]'' in the West{{fileref|SonicRush DS US manual.pdf|page=20}}, but are once again called point markers in Japan. | + | ''[[Sonic Heroes]]'' uses '''check points''' (チェックポイント){{fileref|SonicHeroes GC US manual.pdf|page=27}} indicated by a floating yellow star enclosed in a red circle, though E3 builds such as the [[Sonic Heroes (GameCube E3 version)|GameCube port]] had the fade effect yellow. These return as '''checkpoints''' in ''[[Sonic Rush]]'' in the West{{fileref|SonicRush DS US manual.pdf|page=20}}, but are once again called point markers in Japan. |
''[[Sonic Advance]]'', ''[[Sonic Advance 2]]'' and ''[[Sonic Advance 3]]'' simply have '''checkpoints''' which function similarly to how they did in the original ''Sonic the Hedgehog''. Japan calls them point markers. | ''[[Sonic Advance]]'', ''[[Sonic Advance 2]]'' and ''[[Sonic Advance 3]]'' simply have '''checkpoints''' which function similarly to how they did in the original ''Sonic the Hedgehog''. Japan calls them point markers. | ||
− | ''[[Sonic Unleashed]]'' | + | ''[[Sonic Unleashed]]'' and ''[[Sonic Colours]]'' have "check points" which behave similarly to those found in ''Sonic Adventure''. |
<gallery> | <gallery> | ||
Sh Checkpoint.png|''[[Sonic Heroes]]'' | Sh Checkpoint.png|''[[Sonic Heroes]]'' | ||
+ | SonicHeroes E3Demo Checkpoint.png|''[[Sonic Heroes]]'' (E3 effect) | ||
</gallery> | </gallery> | ||
Revision as of 16:14, 4 September 2020
A checkpoint, first introduced as a lamppost in Sonic 1, will save the player's progress throughout a level. The player can restart from an activated checkpoint if they die. Checkpoints also serve as the entrance to a special stage in Sonic 2 and the entrance to a bonus stage in Sonic 3, Sonic & Knuckles and Sonic Mania
Lampposts
In the original Sega Mega Drive Sonic the Hedgehog and Sonic the Hedgehog CD, the position in the level is saved by Sonic running past a lamppost[1][2] (or restart marker (再スタート・マーカー) in Japan[3][4]), causing the color of the bulb to change from blue to red. The bulb uses the same palette line as Sonic, and the pole uses the same palette line as rings.
Arrow Monitors
The 8-bit version of Sonic the Hedgehog, uses arrow monitors[5] (point markers (ポイントマーカー) in Japan[6]) as checkpoints. Destroying the monitor create a checkpoint however, the current time is not recorded and you start with 1:30 minutes after your death. Sonic Blast uses the same system, the only difference being that the pictured arrow is red as opposed to yellow.
Arrow monitor in Sonic Blast.
Star Posts
The Mega Drive version of Sonic the Hedgehog 2 introduced the star post[7] (again called point markers (ポイントマーカー) in Japan[8]), with a look quite similar to Sonic 1's lampposts, except that the bulb is replaced by a star disc. When Sonic runs past the star post, the disc starts flashing and, if the player has enough rings, revolving stars appear which enable access to a special stage. Sonic the Hedgehog 3 and Sonic & Knuckles also use star posts to access the bonus stage, as does Sonic Mania.
In Sonic 3 & Knuckles, three different types of bonus stages can be entered. The bonus stage offered by a given star post is indicated by the color of the stars:
- Rotating Maze: Yellow stars with red border.
- Gumball Machine: Silver stars.
- Glowing Spheres: Red stars.
In Sonic Mania, the player is teleported to a bonus stage of Blue Spheres.
The next game in the Classic series, Sonic 4 also uses this version of the checkpoint without the revolving stars.
Star post in Sonic the Hedgehog 2
Point markers
Sonic Adventure introduced the 3D point marker (ポイントマーカー)[9], two double-lampposts bent at 90-degree angles, with their blue tops facing each other. Running through point markers causes these tops to spin quickly, turn yellow, and bend to a standing straight-up position. For the first time the name of this style of checkpoint was consistent in both Japan and overseas.
Point markers were also used in Sonic Adventure 2[10] and the 2006 Sonic the Hedgehog[11].
Later games
Most later Sonic the Hedgehog games gave checkpoints which serve little else than to save progress. They take a variety of forms and use different names, but the result is the same.
Sonic Heroes uses check points (チェックポイント)[12] indicated by a floating yellow star enclosed in a red circle, though E3 builds such as the GameCube port had the fade effect yellow. These return as checkpoints in Sonic Rush in the West[13], but are once again called point markers in Japan.
Sonic Advance, Sonic Advance 2 and Sonic Advance 3 simply have checkpoints which function similarly to how they did in the original Sonic the Hedgehog. Japan calls them point markers.
Sonic Unleashed and Sonic Colours have "check points" which behave similarly to those found in Sonic Adventure.
Sonic Heroes (E3 effect)
References
- ↑ File:Sonic1 MD US manual.pdf, page 7
- ↑ File:SonicCD MCD US manual.pdf, page 12
- ↑ File:Sonic1 MD JP manual.pdf, page 20
- ↑ File:SonicCD MCD JP manual.pdf, page 17
- ↑ File:Sonic1 GG US manual.pdf, page 8
- ↑ File:Sonic 1 GG JP Manual.pdf, page 13
- ↑ File:Sonic2 MD US manual.pdf, page 13
- ↑ File:Sonic2 MD JP manual.pdf, page 18
- ↑ File:SonicAdventure DC US manual.pdf, page 11
- ↑ File:SonicAdventure2 DC US manual.pdf, page 19
- ↑ File:Sonic06 360 US manual.pdf, page 12
- ↑ File:SonicHeroes GC US manual.pdf, page 27
- ↑ File:SonicRush DS US manual.pdf, page 20