From Sonic Retro
Revision as of 22:10, 2 August 2010 by Mainman (Re-Categorisation)
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 and Sonic & Knuckles.
Sonic 1 and Sonic CD Lampposts
The lamppost design from Sonic 1 is also used in Sonic CD, albeit with a smoother animation cycle upon interaction.
Sonic 1 (8-bit) and Sonic Blast Arrow Monitors
In the 8-bit version of Sonic 1, monitors are used instead of lampposts. Destroying the monitor has the same effect as touching a lamp post. Sonic Blast used the same system, the only difference being that the pictured arrow is red as opposed to yellow.
Sonic 2 and Sonic 3 & Knuckles Star Posts
These two games' checkpoints look quite similar to Sonic 1's lampposts, except that the bulb is replaced by a star disc and the pole design is slightly different. When Sonic runs past the star post, the disc starts flashing and (if the player has enough rings) a torus of stars appears which enable access to a special stage or bonus stage.
Sonic Adventure onwards Point Markers
Future 3D games games use a redesigned versions of the 16-bit version Sonic 1 lamppost; in these games, two double-lampposts, called a Point Marker, are bent at 90-degree angles, with their blue tops facing each other. Running through the Point Marker causes these tops to spin quickly, turn yellow, and bend to a standing straight-up position.