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** In ''VideoGame/SonicCD'', Act 3 of each Zone contains a 1-Up Monitor, often close to the start and easy to find, essentially giving you an unlimited number of tries at beating each boss. While most of the bosses are easy enough that you won't need them, they come in very handy for Stardust Speedway and especially Metallic Madness, where just ''reaching'' the boss can be difficult.

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* Enemy bullets are ordinarily white in the classic NES version of ''{{VideoGame/Contra}}''. For the almost entirely-white Snow Field stage, enemy bullets are changed to red so the player can still see where they're coming from.

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* ''VideoGame/BreadAndFred'' features several Assist Options, including the ability to set your own checkpoints by planting flags on practically any solid, safe surface. You can then have Charlie fly in and take you back to your latest checkpoint at any time, allowing you to quickly regain ground after falling.
* Enemy bullets are ordinarily white in the classic NES version of ''{{VideoGame/Contra}}''.''VideoGame/{{Contra}}''. For the almost entirely-white Snow Field stage, enemy bullets are changed to red so the player can still see where they're coming from.

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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''VideoGame/SpyroTheDragon1998'' and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].

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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''VideoGame/SpyroTheDragon1998'' ''VideoGame/SpyroTheDragon1998'', ''VideoGame/{{Rayman}}'', and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].



* ''VideoGame/{{Rayman}}'' has what the developers call "[[WesternAnimation/WileECoyoteAndTheRoadRunner Coyote Time]]", where you're given a grace period after leaving a ledge to perform the jump.
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* ''VideoGame/MegaManXDive'' has quite a few perks compared to previous games in the franchise as a whole:
** After you get a character or weapon from the gacha, each subsequent pull of the same earns you patches you can buy memories with to buff the star rank. The patches apply to all memories equally, so you can keep increasing the star ratings without having to wait for a new banner to roll around and trying to draw the same thing again.
** The armor, weapon and gallery-based boosts are universal, with the characters not having a strict 'levelling' system, only needing their rank and skill levels boosting, meaning that all characters have the same base stats.
** In most Mega Man games, touching spikes/needles results in instant death; here, you simply lose a chunk of HP instead, which is fixed no matter the difficulty level. If your character has access to a damage-reduction shield as well, even that can be negated.
** The Offline version completely removes the 'blind box' aspect of unlocking characters and weapons, allowing players to pick and choose characters to play with and their favourite weapon options, allowing every player to have their own personal customized experience. As a trade-off, only a selection of characters and weapons are available until you progress in the game.
** The Offline version also has a unique way of dealing with the rolling event schedule. Whichever event was running at that time on the original version gets automatically activated and has priority on the main menu music. Also, you can manually add or subtract additional (formerly) limited time events and use the event vouchers to unlock any Event content, not just that event's.
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*** The boss of Chemical Plant Zone removes the stage timer for the duration of the fight, mainly because of the UnexpectedGameplayChange and the RNG involved with it. Furthermore, Eggman's A.I. for it is also pretty bad, so as to give the player a good chance to win since it's an early-game boss and players may not be familiar with the source material [[note]]''VideoGame/DoctorRobotniksMeanBeanMachine'' and, [[DolledUpInstallment by extension]], ''VideoGame/PuyoPuyo''[[/note]] and its strategies. Despite being based on original rules, [[spoiler:the aforementioned boss includes Double Rotation[[note]]lets you flip a Puyo set 180 degrees by pressing the Rotate button twice while trapped in a single column[[/note]], a function that was originally introduced in ''VideoGame/PuyoPuyoTsu'']].

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*** The boss of Chemical Plant Zone removes the stage timer for the duration of the fight, mainly because of the UnexpectedGameplayChange and the RNG involved with it. Furthermore, Eggman's A.I. for it is also pretty bad, so as to give the player a good chance to win since it's an early-game boss and players may not be familiar with the source material [[note]]''VideoGame/DoctorRobotniksMeanBeanMachine'' and, [[DolledUpInstallment by extension]], ''VideoGame/PuyoPuyo''[[/note]] and its strategies. Despite being based on original rules, [[spoiler:the aforementioned boss includes Double Rotation[[note]]lets you flip a Puyo set 180 degrees by pressing the Rotate button twice while trapped in a single column[[/note]], a function that was originally introduced in ''VideoGame/PuyoPuyoTsu'']].''VideoGame/PuyoPuyo2'']].
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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''Franchise/SpyroTheDragon1998'' and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].

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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''Franchise/SpyroTheDragon1998'' ''VideoGame/SpyroTheDragon1998'' and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].
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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''VideoGame/SpyroTheDragon'' and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].

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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''VideoGame/SpyroTheDragon'' ''Franchise/SpyroTheDragon1998'' and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].

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* Even though ''VideoGame/YookaLaylee'' makes use of dynamic lighting to create an accurate shadow of the character based on ambient lighting, it ''still'' also renders a perfectly circular shadow directly beneath the character so you can easily line up your jumps.

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* Even though ''VideoGame/YookaLaylee'' makes use of dynamic lighting to create an accurate shadow of the character based on ambient lighting, it ''still'' also renders a perfectly circular shadow directly beneath the character so you can easily line up your jumps.jumps.
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* A great many platformers such as ''VideoGame/CrashBandicoot1996'', ''VideoGame/SpyroTheDragon'' and ''VideoGame/{{Celeste}}'' still allow you to jump a split second after your character has run off a ledge, to help with a slow button press or input lag. This feature is sometime called [[WesternAnimation/WileECoyoteAndTheRoadrunner "Coyote Time"]].
* ''VideoGame/AHatInTime'':
** Time Rifts have to be found in the levels, with selecting them from the menu only showing you a picture of where they are. However, not only can you view this picture from the pause menu at any time but once you've beaten the rift you're free to just select it from the menu rather than re-finding it in the level again.
** The game often plays with time in "timed" missions. ''Murder on the Owl Express'' isn't even timed at all, with the clock instead advancing when you do specific things. The final battle of ''Battle Of The Birds'' does have a timed event but the timer steadily moves slower and slower as it depletes, turning that "80 seconds" into a solid two minutes.
** Like ''VideoGame/SuperMario64'', choosing one act but finding a ''different'' act's Time Piece will complete that other act instead. Even in Subcon Forest, if you manage to earn a Time Piece before being contracted into completing that job, the job will be counted as completed and you'll never even have to sign that contract.
** The Snatcher is the first truly difficult boss in game, and the first one you're likely to struggle with defeating owing to his quick attacks that are difficult to dodge until you learn their patterns. After dying the first time against him, none of the in-fight cinematics are replayed and he also becomes vulnerable much sooner, rather than taunting you for quite a while beforehand like he does in the first battle.
** Lose enough times at the [[HarderThanHard brutal Death Wish]] challenges and you're given the option to pay to make the level much easier. Initially by paying yarn, but this has since been patched to cost mere Pons instead.
** Alpine Skyline has a brief introductory area with no enemies or items that you have to navigate to reach the main level. Once you've passed it and reached the main level, you will ''always'' start there as you have no reason to ever play the introductory area ever again. Also, as this level isn't broken into separate acts, when you reach one of the other peaks and the name of the area appears it will also tell you if you've found the time piece or any treasures there.
** The game features an "Assist Mode" which doubles Hat Kid's health and gives her HP Regen if she stands still for a few seconds. Coupled with Death Wish, this can make the game substantially more possible for a younger or unskilled player if they're struggling.
** The game also features a form of "predictive control", where the game can recognize an accidental double-click and ignore it, so Hat Kid doesn't accidentally eat up her [[DoubleJump air jump]] or [[VideoGameDashing air dash]] accidentally before the player intended to. This can be turned off in the options menu.
** Speaking of assistance, the game features a lot of minor physics tweaks to make transversal easier. Hat Kid will be subtly nudged toward ropes, if she makes a blind jump toward a ledge that's off-camera she'll be guided slightly toward it, and bouncy pads and balloons all nudge her toward their intended goal.
* IOS game ''VideoGame/{{Badland}}'' has liberal use of checkpoints and dying automatically reloads you back to the last checkpoint within a second. The death itself is also very relaxed: instead of showing gory splatter and playing "You Lose" tune, the game will simply FadeToBlack with a quite rustle of the leaves.
* ''VideoGame/BinaryBoy'' for PC. It's short, but has to be completed in one sitting. As such, there are checkpoints after virtually every obstacle in your path and when you die, your character simply drifts down from the screen like a falling leaf until he lands right before the current obstacle.
* Enemy bullets are ordinarily white in the classic NES version of ''{{VideoGame/Contra}}''. For the almost entirely-white Snow Field stage, enemy bullets are changed to red so the player can still see where they're coming from.
* In the first three ''VideoGame/CrashBandicoot'' games, if you failed at a level a certain number of times, the game would give you a free Aku Aku mask (an extra hit point). Fail a few more times, and it would give you a golden one (two hit points). Fail a few more times ''after that'' and it would start you off with temporary invincibility. Continued failures also sometimes turned some of the '?' crates into checkpoints, or made new, steel checkpoint crates (so as to not mess with the 100%-boxes rewards).
* ''VideoGame/DistortedTravesty'' allows you to change the difficulty level whenever you die... unless you're playing on [[HarderThanHard Distorted]] difficulty, which locks you into it for the rest of the game.
* If you run out of ammo in ''VideoGame/EarthwormJim'', the ammo will slowly refill, but only up to 100 shots, which translates to about a second or 2 of rapid fire, the only possible firing mode.
* In ''Franchise/DonkeyKong'' games:
** [[VideoGame/DonkeyKongCountry1 The]] [[VideoGame/DonkeyKongCountry2DiddysKongQuest first]] [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble three]] games will often place the hardest part or the trickiest obstacle of a level after the G letter. Since getting the four KONG letters yields an extra life, you keep the letters you got before the checkpoint, and the letters after the checkpoint respawn upon death, this in effect gives you unlimited attempts at that one difficult part provided you keep finding the KONG letters.
** ''VideoGame/DonkeyKongCountry1'':
*** The game puts an exclamation mark next to a level whose bonus areas have all been found, so that the player won't waste time backtracking to make sure they got every secret.
*** On top of that, the game has an Instant-Win Condition when it comes to finding secrets; the player only has to find the rooms, not win their challenges or even finish the level for them to count for your percentage. This makes backtracking for the secret rooms much easier, since you can just find the missing secret and then start-select to exit the level to save time.
** ''VideoGame/DonkeyKongCountryTropicalFreeze'': As the number of figurines to collect increases each time you clear a world, and getting unique figurines is a Luck-Based Mission as they're only available through the Capsule Toy Machine in Funky Kong's shop (with no real way to manipulate the chances of getting a unique one), Funky will stop the player from using the machine if all the unique figurines currently available had been collected, preventing them from wasting their hard-earned Banana Coins on the machine.
* In ''VideoGame/EpicMickey'', Mickey's reserves of Paint or Thinner will slowly refill to one-third of their maximum if they ever fall below the amount.
* While ''VideoGame/{{Eversion}}'' has its challenging levels, it gives players a huge saving grace by keeping track of each gem they pick up even if they die or restart the level, meaning that once you get the trickier ones (such as in the levels with an AdvancingWallOfDoom) you don't have to pick them up again if you die, and you can still achieve HundredPercentCompletion without clearing the levels in a perfect run.
* The last level of ''VideoGame/FreezeME'' is a lot more linear than the other levels, so it uses the game's [[WarpWhistle Teleporters]] as checkpoints to prevent the player from having to redo large sections of the level before they gain the ability to fly.
* ''VideoGame/GrappleDog'':
** There are accessibility options for the player, including infinite jumping and invisibility much like ''Celeste'' before it.
** If you die enough times at a certain segment, the game gives you the option to skip to the next checkpoint.
** Finally, in the time trial mode, you can hold Y to immediately restart a level.
* Every room in ''VideoGame/{{Hargrave}}'' is like a miniature DeathCourse. You have to deal with spikes, conveyor belts, slippery tables, indstrial mashers, flamethrowers, turrets, killer robots, flamethrowers, laser hallways, and vanishing platforms, and you're a OneHitPointWonder. The goal is to get through all of the obstacles and collect an energy cell at the other end of the room, and make it to an exit. But if you die along the way, you have to start all over again. To mitigate this, you're given unlimited retries, and you can warp to the game central hub if you want to skip needless backtracking.
* In ''VideoGame/IWannaBeTheGuy'' and its [[VideoGame/IWBTGFangames spinoffs]], it is usually very easy to accidentally save in an {{Unwinnable}} situation. Unless you regularly backup your savefiles or use the savefile editor program a fan eventually created, you're out of luck. However, one fangame--''VideoGame/{{Pickory}}''--automatically backs up your old saves and lets you undo a bad save just by pressing backspace.
** While not actually a game feature, the creator of the original ''VideoGame/IWannaBeTheGuy'' will fix any {{unwinnable}} saves for you.
** ''I Wanna be the Boshy'' gives you an extra jump if you reload after saving in midair. This is actually needed to progress in some sections.
* Realizing that "NintendoHard {{Platformer}}" is a frustrating enough formula, the developers of ''VideoGame/MirrorsEdge'' added completely unnecessary and impractical (for the enemy) visible-to-naked-eye laser sights to all enemy-wielded sniper rifles, giving the player at least a vague idea where they should run without being one-hit-killed by an enemy they could neither reach, nor even see. The aesthetics of the game are also usually stark white with ''very'' noticeable [[NoticeThis splashes of color marking out the path the player should take through the level.]]
* Mega Man starts with three items and Rush Search in ''VideoGame/Rockman4MinusInfinity''. In addition, dying three times on [[spoiler:the final EscapeSequence]] causes [[spoiler:the spikes to turn green and only do one damage, in addition to giving you more time]].
* ''VideoGame/MegaManLegends'' often puts a save-point before bosses, where you can fully restore health, ammo, and repair your shield. During the [[MarathonBoss Naval Battle]] after you've sank the smaller vessels and the Balcon Gelede appears you're instead given the option to retreat and restock before facing it as odds are your ammo is drained and your [[EscortMission ship beat to near hell]] after facing the rather long naval battle that proceeds it.
* The ''VideoGame/MegaManX'' series upgrades the [[VideoGame/MegaManClassic Classic series']] E-Tanks into Sub Tanks. While you can only have four of them, Sub Tanks are refillable by collecting health pickups when you're already at full health, compared to the one-time use E-Tanks. The [=PS1=] games limit you to two Sub Tanks, but allow collecting health pickups to refill your tanks even if you're not at full health, while ''VideoGame/MegaManX8'' allows the player to pay Metal to refill their Sub Tanks in-between stages. To make up with the fewer Sub Tanks, starting with ''VideoGame/MegaManX4'', you start the game with more energy than the first three games.
** Beginning with the [=PS1=] games, mid-stage checkpoints count as a continue point if the player ran out of lives during a level. X5 and X6 takes this a step further and the player can continue the game after a Game Over from any checkpoints that they passed mid-stage.
** While ''VideoGame/MegaManX5'' attempted this with Alia as your new navigator, most players just saw her as an AnnoyingVideoGameHelper who killed the pacing of the levels with her constant CaptainObvious hints. While the system was never removed, ''VideoGame/MegaManX6'' made answering her calls completely optional, and ''VideoGame/MegaManX8'' added two more navigators to provide more specialized info while also giving the option to go into a stage without a navigator.
* ''VideoGame/MonsterParty'' is ''not'' an easy game, even in spite of the character's vastly huge health bar, as the bosses are very unforgiving and your bat is a weak short-range weapon unless you manage to use it to deflect enemy attacks back at them. To make up for this every level has at least one enemy who will guaranteed drop a health power-up and at least one who will drop a pill, and it is always the same enemy each time. Because enemies respawn, a patient player who has memorized which enemies drop what (such as the first fish in Level 2 who always drops health) can keep their health topped up by memorizing these locations which takes a ''massive'' bite out of the game's difficulty.
* ''VideoGame/RatchetAndClankRiftApart'' included many of these to help modernize the then-19 year-old franchise and help make it more accessible:
** Notably, you have the ability to skip any puzzle in the game with no consequences.[[note]]Many games, Ratchet included, have been criticized for having puzzles and racing minigames in them when most players are there for the shooting. Racing sections in particular are so different that some players find them impassible roadblocks in a game they were otherwise doing totally fine in.[[/note]] Both the Clank and Glitch puzzles have stories, but aside from conversations and growing their confidence, they're entirely self-contained.
** The game also has the ability warp back to before the PointOfNoReturn after you've passed it, helpful if you find it too difficult and need to level up your weapons.
** Speaking of which, it's possible to acquire enough Gold Bolts to unlock Infinite Ammo and Infinite Health before reaching the end of the game, and you are not punished in any way for turning them on, making it far more convenient to upgrade unconventional weapons like the Shield Repulsor. This is in stark contrast to ''VideoGame/RatchetAndClank2016'', which locked the XP of Ratchet and his weapons for having either of them active.
** Rift Apart also features one of the largest suites of accessibility features for any video game at the time, and many of them benefit both disabled and abled players. For example, you can use the Contrast filter (which colours objects like Enemies, Collectibles and [=NPCs=]) to make Gold Bolts and [=CraiggerBears=] easier to find, and then map it to the D-Pad so you can turn it off when you don't need it. The ability to slow the game down has also been used by virtual photographers to help pause the action at the moment they want to far more easily. Certain multi-button moves like the Melee Throw can be mapped to the D-Pad too!
* ''VideoGame/Rockman7EP'': To make it clear what [[spoiler:Proto Man and Eddie's upgrades]] do, the first time you die to the PostFinalBoss, a cutscene plays of [[spoiler:an E-Tank or a 1-Up restoring Mega Man's health to full]]. This cutscene is instantly skipped on subsequent deaths.
* Fail a mission in ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' enough times, and you'll start it with a 'lucky horseshoe', moving you from a OneHPWonder to a Two HP Wonder. Later games used a LifeMeter, making it unneeded, although at times if you died in a mission with a 'Do Something X Times' theme, it would let you keep the ones you did already. Sometimes.
** Enemies can also occasionally drop lives and the game seems to show mercy by MASSIVELY increasing the chance of this happening if you're low on them and have been dying a lot. Notably it might throw you a bone and let 2-3 enemies in a row drop them if you're on your last.
** One case in particular: in [[VideoGame/Sly2BandOfThieves the second game]], there's a mission where you must steal blueprints from Raja by feeding him drugged melons and then picking his pocket. He has a ''really'' annoying habit of waking up just after you pick his pocket and catching you, making you fail the mission. However, the game ''always'' counts your successful attempt when it starts the mission over, which is probably the only reason anyone's finished the game. (That, and Bentley automatically escapes when he gets the last one.)
** The [[VideoGame/Sly3HonorAmongThieves third]] and [[VideoGame/SlyCooperThievesInTime fourth]] games always give you a rather easy FetchQuest as your first mission in a new world with your objectives clearly labelled and sprawled all across the area. This helps you get a lay of the land and see what kind of enemies and dangers are waiting for you so before throwing you into the more difficult missions.
* When you complete a level in the ''VideoGame/{{Something}} series'', the game automatically brings up the save prompt. In the original game, the game only saves after a Ghost House, Castle or Fortess completion.
* ''Franchise/SonicTheHedgehog'':
** In the Game Gear/Sega Master System version of ''VideoGame/SonicTheHedgehog1'', the labyrinth boss battle takes place completely underwater, [[SuperNotDrowningSkills but you cannot drown on the stage]], because the drowning timer is turned off.
** One of Sonic the Hedgehog's signature abilities, the Spin Dash, came about because of one of these. In [[VideoGame/SonicTheHedgehog1 the original game]], the only way for Sonic to gain speed was to run forward, which made some stages frustrating, as the player would have to backtrack through the level if they didn't have enough speed to clear an obstacle. ''VideoGame/SonicTheHedgehog2'' fixed this by giving Sonic the Spin Dash, which allowed him to accelerate to full speed from a standstill. The Spin Dash has been used by almost every Sonic game since then, and some ports of the original ''Sonic'' give you the option to turn on Spin Dash for it.
** For the first three Genesis games, the requirements for entering the Special Stages and getting the Chaos Emeralds became more lenient with each game. In the first, Sonic had to make it to the end of the Act with 50 rings and then jump into the giant ring just after the goal post (which could be easily missed if running at full speed, meaning there's not enough time to run back and jump into it) and you don't get a giant ring in Act 3 nor anywhere in Scrap Brain Zone, effectively giving players a maximum of 10 attempts to get 6 Emeralds. In ''VideoGame/SonicTheHedgehog2'', touching a checkpoint with 50 rings activates a Special Stage warp, giving the player as many tries as there are checkpoints, and in ''VideoGame/Sonic3AndKnuckles'' access to Special Stages is gained through finding giant rings hidden in each level, and the ring requirement is removed completely. ''VideoGame/SonicTheHedgehogCD'', while backsliding in making players get to the end of an Act with 50 rings and play a minigame to get a Time Stone, also made getting the Time Stones completely optional for getting the Good Ending, as you could also do it by traveling to the past in each Act and hunting down and destroying a certain machine that's producing Badniks.
** ''VideoGame/SonicAdventure'' alleviates the potential frustration of getting lost in the fairly large hub areas with [[ExpositionFairy Tikal's hint orbs]], which usually tell the player where to look for the next story beat. These orbs also show up in Knuckles' levels to guide the player to the nearest emerald shard, and in the boss fights to give tips if the player dies repeatedly.
** ''VideoGame/SonicHeroes'':
*** During some boss fights, the characters will go up to Level 3 with only one orb container.
*** Your AI-controlled partners are effectively invincible. They don't lose rings when hit and instantly respawn without any lives lost if they fall into pits.
** ''VideoGame/SonicUnleashed'' and every ''Sonic'' game since then puts a sign over a BottomlessPit, indicating which pits are bottomless and which aren't, avoiding players having to find out for themselves through trial and error.
** ''VideoGame/SonicMania'':
*** Most of the level layouts, enemies and obstacles taken from previous games have been toned down in difficulty, starting with the platforming sequence from Green Hill Act 2 that now has a bed of spikes instead of a bottomless pit. Mechanics that slowed the pace too much, such as the elevators from Flying Battery, have been left out as well.
*** The boss of Chemical Plant Zone removes the stage timer for the duration of the fight, mainly because of the UnexpectedGameplayChange and the RNG involved with it. Furthermore, Eggman's A.I. for it is also pretty bad, so as to give the player a good chance to win since it's an early-game boss and players may not be familiar with the source material [[note]]''VideoGame/DoctorRobotniksMeanBeanMachine'' and, [[DolledUpInstallment by extension]], ''VideoGame/PuyoPuyo''[[/note]] and its strategies. Despite being based on original rules, [[spoiler:the aforementioned boss includes Double Rotation[[note]]lets you flip a Puyo set 180 degrees by pressing the Rotate button twice while trapped in a single column[[/note]], a function that was originally introduced in ''VideoGame/PuyoPuyoTsu'']].
*** The FinalBoss area is considered separate from the atrociously long MarathonLevel that precedes it, and resets the timer upon entering the area, as well as setting a checkpoint right before the boss.
*** Though the Special Stages have a simulated low draw distance, the Chaos Emerald-carrying UFO always remains visible regardless of how far away it is, preventing the player from losing track of it.
*** Stage elements can no longer be used up by the A.I.-controlled character in a Sonic and Tails game, an "& Knuckles" game, or in Encore Mode. This means the A.I. can't deprive the player character of an oxygen bubble, platforms won't fall before the player character stands on them, etc.
*** In Oil Ocean Zone Act 2, entering a submarine and then exiting it will reset the ring-stealing toxic fumes. Additionally, the fumes mechanic is removed completely for the boss fight.
*** At the start of the TrueFinalBoss fight that is only playable after getting all seven Chaos Emeralds, just before your character turns [[SuperMode Super]], they are silently given a Lightning Shield to help collect the rings that fly across the stage.
* In ''VideoGame/SpongebobSquarepantsBattleForBikiniBottom'', the pause menu offers a handy list of collectibles in each level that doubles as a fast-travel system, with each [[PlotCoupon Golden Spatula]] task acting as a destination you can choose. This cuts down on backtracking immensely and effectively lets you warp to any important location in a matter of seconds, as long as you've been there once to unlock the tasks to begin with. Additionally, warping (Or "taking the taxi," as the game calls it) usually spawns you as whichever character is needed for the task you choose, letting you carry on without having to find somewhere to switch characters.
** There's also Teleport Boxes, which come in pairs you can freely teleport between. They're usually placed at the beginning and end of a level or tricky platforming section, so that you can quickly get back to where you were after finishing a challenge and have an easy way to bypass said challenge if you come back later.
* In ''VideoGame/SpyroYearOfTheDragon'' enemies won't react to you when they are [[BehindTheBlack off-camera]], with the exception of Egg Thieves who don't attack but simply run away, ninjas since attacking from behind is kind of their thing, and any enemy that gets lucky enough to wander into frame from behind and immediately attack since it's now in frame. This saves you from a ''lot'' of cheap hits from enemies lurking around corners and also gives you a bit of breathing room when engaging an entire crowd. Abusing this makes the [[DemonicSpiders gun-toting dinosaurs]] a ''lot'' easier to contend with.
* ''[[VideoGame/MeatBoy Super Meat Boy]]'', being the NintendoHard twitch-platformer it is, has very quick, automatic respawns after death. No more "PRESS R TO TRY AGAIN", yay! The levels themselves are short, from 15 seconds to 90 seconds, so that after you die, you don't have to go through too much again.
** Various little side-quests when you get too frustrated with the main game, like beating past levels in record time, collecting bandages to unlock new playable characters, or playing through retro-styled "warp zones".
** When you finally do beat a level, the game then shows you a replay of all your past lives doing the level simultaneously, which is good for showing you where the hardest parts of the level were. It's also kinda hilarious to see a ton of Meat Boys get shredded to half their number by a giant saw.
* In ''VideoGame/TheAdventuresOfLomax'', the game is very generous in providing plenty of pots that pop out of the ground and contain either spare helmets (which work as a SingleUseShield and enable you to use several of the abilities) or additional uses of an ability. It helps in situations where lacking a helmet or an ability would make the level {{Unwinnable}}, and in crucial moments, these pots will keep infinitely reappearing if you run out of either.
* In ''VideoGame/TyTheTasmanianTiger'', if you already have 299 Opals in a level ([[LastLousyPoint leaving just one left]]) and grab an Opal Magnet, the last Opal will fly directly to you from wherever it is (unless it's in a crate).
* ''VideoGame/YoshisWoollyWorld'' has "Mellow Mode", which gives Yoshi wings so he can constantly float in mid-air by holding the jump button (rather than his usual, temporary flutter), provides more hearts from health sources, starts over the boss battles at the beginning rather than the last checkpoint, and if you die a certain number of times, you're given an egg which makes you invulnerable. There are also optional badges you can equip before starting a level which can show hidden items, bounce you out of bottomless pits, and make you invulnerable to lava and fire, all usable in regular and mellow mode. In the 3DS re-release, Mellow Mode also gives you the [[PreciousPuppy Poochy pups]], who serve as infinite homing boomerang eggs.
* ''VideoGame/{{Rayman}}'' has what the developers call "[[WesternAnimation/WileECoyoteAndTheRoadRunner Coyote Time]]", where you're given a grace period after leaving a ledge to perform the jump.
* In ''King of Thieves'', if you find yourself getting killed repeatedly by the same trap in an opposing player's dungeon, that trap will be removed for free until you either complete the dungeon or give up.
* ''VideoGame/RabiRibi''[='=]s "Dodge Master" achievement series requires [[FlawlessVictory defeating bosses with no damage taken]]. However, several [[MarathonBoss particularly-long]] late-game bosses will allow you to take one to three hits depending on the boss and still get the achievement.
* ''VideoGame/SonicErazor'' has the [[ExactlyWhatItSaysOnTheTin Hard Part Skipper]], a device that's placed before especially difficult parts that will skip them, though you lose all your rings and power-ups in the process.
* Even though ''VideoGame/YookaLaylee'' makes use of dynamic lighting to create an accurate shadow of the character based on ambient lighting, it ''still'' also renders a perfectly circular shadow directly beneath the character so you can easily line up your jumps.

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