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* ''VideoGame/FinalFantasyXIII:'' The game auto saves before every battle. If you die, you are offered the choice of Retry or Quit. Retry respawns you just before the battle, allowing you to either try again or walk away.
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* Creator/{{Konami}}'s beat-em-ups - all of them, such as ''VideoGame/{{X-Men}}'', ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'', ''VideoGame/TheSimpsons'', etc.

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* Creator/{{Konami}}'s beat-em-ups - all of them, such as ''VideoGame/{{X-Men}}'', ''VideoGame/XMen'', ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'', ''VideoGame/TheSimpsons'', etc.

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** ''VideoGame/{{Gradius}} V'' does this as well, despite being part of the main series.

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** ''VideoGame/{{Gradius}} V'' does this as well, despite being part of the main series. However, checkpoints can be re-enabled with the "Revival Start" option.


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** ''Gradius Gaiden'' has this when two players are present.
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* The original ''Chip and Dale'' NES game allowed the defeated player to come back on a balloon as long as one player survived. If both were defeated, it's back to the last checkpoint.

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* The original ''Chip and Dale'' ''VideoGame/ChipNDaleRescueRangers'' NES game allowed the defeated player to come back on a balloon as long as one player survived. If both were defeated, it's back to the last checkpoint.



* ''[[KirbysReturntoDreamland Kirby's Return to Dreamland]]'' has a somewhat unbalanced form of this in multiplayer. Players 2 to 4 can die without everyone being sent back to the start of the current level section, but player 1's death always puts you back at the start of the section.

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* ''[[KirbysReturntoDreamland ''[[VideoGame/KirbysReturntoDreamland Kirby's Return to Dreamland]]'' has a somewhat unbalanced form of this in multiplayer. Players 2 to 4 can die without everyone being sent back to the start of the current level section, but player 1's death always puts you back at the start of the section.
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How the hell is this not an example?

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* ''VideoGame/{{Minecraft}}'''s multiplayer has the /back command, which instantly teleports you to the point where you died, and is usually enabled on most servers. Quite handy given that your items are left behind.
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* ''VideoGame/{{Minecraft}}'''s multiplayer has the /back command, which instantly teleports you to the point where you died, and is usually enabled on most servers. Quite handy given that your items are left behind.
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Do you see what I mean?

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* ''VideoGame/{{Minecraft}}'''s multiplayer has the /back command, which instantly teleports you to the point where you died, and is usually enabled on most servers. Quite handy given that your items are left behind.
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* ''VideoGame/{{Minecraft}}'' is an interesting aversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.
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* ''MineCraft'' is an interesting aversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.

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* ''MineCraft'' ''VideoGame/{{Minecraft}}'' is an interesting aversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.

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* ''Skeleton Krew'' actually lets players move themselves around after "diskorporation" so they can respawn where they want to.
* In timed racing games such as ''Outrun'' and ''Hang-on'', your vehicle reappears intact on the road in case you crash. As you recover, time keeps running down, so generally you can't afford to crash more than twice.
* In both single and multiplayer, ''SyphonFilter: The Omega Strain'' respawns you at the nearest checkpoint with the level in the same state as when you died, which unfortunately means that the timer is still ticking from where it left off, and failure of any mission objectives will force you to [[CheckPointStarvation completely restart the level]].

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* ''Skeleton Krew'' ''VideoGame/SkeletonKrew'' actually lets players move themselves around after "diskorporation" so they can respawn where they want to.
* In timed racing games such as ''Outrun'' ''VideoGame/OutRun'' and ''Hang-on'', your vehicle reappears intact on the road in case you crash. As you recover, time keeps running down, so generally you can't afford to crash more than twice.
* In both single and multiplayer, ''SyphonFilter: ''VideoGame/SyphonFilter: The Omega Strain'' respawns you at the nearest checkpoint with the level in the same state as when you died, which unfortunately means that the timer is still ticking from where it left off, and failure of any mission objectives will force you to [[CheckPointStarvation completely restart the level]].level]].
* In ''VideoGame/{{Skweek}}'', you normally respawn where you died, but pressing the fire button quickly after dying allows you to restart the level from the top, with the timer reset.
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* ''SyphonFilter: The Omega Strain'' respawns you at the nearest checkpoint with the level in the same state as when you died, which unfortunately means that the timer is still ticking from where it left off, and failure of any mission objectives will force you to completely restart the level.

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* In both single and multiplayer, ''SyphonFilter: The Omega Strain'' respawns you at the nearest checkpoint with the level in the same state as when you died, which unfortunately means that the timer is still ticking from where it left off, and failure of any mission objectives will force you to [[CheckPointStarvation completely restart the level.level]].
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None



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* ''SyphonFilter: The Omega Strain'' respawns you at the nearest checkpoint with the level in the same state as when you died, which unfortunately means that the timer is still ticking from where it left off, and failure of any mission objectives will force you to completely restart the level.
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** A lot of games will not only give {{Mercy Invicibility}}, but also either kill or heavily damage all enemies on screen as you jump back in.

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** A lot of games will not only give {{Mercy Invicibility}}, Invincibility}}, but also either kill or heavily damage all enemies on screen as you jump back in.
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** A lot of games will not only give {{Mercy Invicibility}}, but also either kill or heavily damage all enemies on screen as you jump back in.
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* EYEDivineCybermancy has "Resurrectors", which will bring the player back to life where he died. There are a limited amount of resurrectors, and resurrectors are shared between players online. Falling into bottomless pits or running out of resurrectors results in the player being transported back to the dream world, stating that the previous life was just one possible future.

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* EYEDivineCybermancy ''Videogame/EYEDivineCybermancy'' has "Resurrectors", which will bring the player back to life where he died. There are a limited amount of resurrectors, and resurrectors are shared between players online. Falling into bottomless pits or running out of resurrectors results in the player being transported back to the dream world, stating that the previous life was [[DreamingOfThingsToCome just one possible future.future]].
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* In the SNES ''VideoGame/GoofTroop'' game, if Goofy or Max lost all of their lives, they could respawn with three more lives when the other player entered a new room. This doesn't happen in single-player mode, and it can't be used when fighting the level's boss. If both players lose all of their lives, they could use a continue to keep going from the same room where the surviving player lost their last life. If they ran out of continues, the player/s would have to start the level over.
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* Some team-oriented games allow players to revive eachother to this effect, such as SpiralKnights and MassEffect3's multiplayer. Players can usually also revive themselves, but the penalty for that is higher. In most cases, defeating all the current enemies also revives every downed player, usually right where they died.

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* Some team-oriented games allow players to revive eachother to this effect, such as SpiralKnights ''VideoGame/SpiralKnights'' and MassEffect3's ''VideoGame/MassEffect3'''s multiplayer. Players can usually also revive themselves, but the penalty for that is higher. In most cases, defeating all the current enemies also revives every downed player, usually right where they died.
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* ''DonkeyKongCountryReturns'' behaves in the same way, but with balloons instead of bubbles and no way to self-balloon yourself except death.

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* ''DonkeyKongCountryReturns'' ''VideoGame/DonkeyKongCountryReturns'' behaves in the same way, but with balloons instead of bubbles and no way to self-balloon yourself except death.

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** Likewise, ''Parodius'' games either have this by default or you have to enable it manually.




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* In timed racing games such as ''Outrun'' and ''Hang-on'', your vehicle reappears intact on the road in case you crash. As you recover, time keeps running down, so generally you can't afford to crash more than twice.
Is there an issue? Send a MessageReason:
None


* {{Konami}}'s beat-em-ups - all of them, such as ''VideoGame/{{X-Men}}'', ''VideoGame/TeenageMutantNinjaTurtles'' arcade, ''VideoGame/TheSimpsons'' arcade, etc.

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* {{Konami}}'s Creator/{{Konami}}'s beat-em-ups - all of them, such as ''VideoGame/{{X-Men}}'', ''VideoGame/TeenageMutantNinjaTurtles'' arcade, ''VideoGame/TheSimpsons'' arcade, ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'', ''VideoGame/TheSimpsons'', etc.



* ''{{Glider PRO}}'' has the glider respawn on the same screen.

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* ''{{Glider PRO}}'' has In the ''VideoGame/{{Glider}}'' series, the glider respawn always respawns on the same screen.screen, generally near where you entered.



* ''MetalSlug'' series would respawn player on the screen after death, along with brief MercyInvincibility. Location would often be either left side of the screen or middle of it.

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* ''MetalSlug'' ''VideoGame/MetalSlug'' series would respawn player on the screen after death, along with brief MercyInvincibility. Location would often be either left side of the screen or middle of it.



* The SegaGenesis game ''SubTerrania'' offers this when fighting against the FinalBoss: otherwise, you [[IncrediblyLamePun Respawn On The Starting Platform]].

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* The SegaGenesis game ''SubTerrania'' ''Sub Terrania'' offers this when fighting against the FinalBoss: otherwise, you [[IncrediblyLamePun Respawn On The Starting Platform]].



* The ''RaidenFighters'' shoot-em-ups almost always let you respawn without losing any progress, no matter how many credits you burn through. However, the final mission of each game requires you to beat it with one credit, since if you use a continue you get sent back to the beginning of the level.
* ''DevilMayCry'' introduced Gold orbs in the UpdatedRerelease of the third game, and carried them to the fourth, unlike the yellow orbs which acted a checkpoint for every door you passed, gold orbs let you revive with full health regardless of where you were. [[NintendoHard You'll need it.]]

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* The ''RaidenFighters'' ''VideoGame/RaidenFighters'' shoot-em-ups almost always let you respawn without losing any progress, no matter how many credits you burn through. However, the final mission of each game requires you to beat it with one credit, since if you use a continue you get sent back to the beginning of the level.
* ''DevilMayCry'' ''VideoGame/DevilMayCry'' introduced Gold orbs in the UpdatedRerelease of the third game, and carried them to the fourth, unlike the yellow orbs which acted a checkpoint for every door you passed, gold orbs let you revive with full health regardless of where you were. [[NintendoHard You'll need it.]]




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* ''Skeleton Krew'' actually lets players move themselves around after "diskorporation" so they can respawn where they want to.


* ''VideoGame/NewSuperMarioBrosWii'', if you die in multiplayer, you soon come back to life in a bubble. If all players are dead at the same time, or [[YetAnotherStupidDeath they all put themselves in bubbles at the same time]], you go back to a checkpoint.

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* ''VideoGame/NewSuperMarioBrosWii'', ''VideoGame/NewSuperMarioBrosWii'' and ''VideoGame/NewSuperMarioBrosU'', if you die in multiplayer, you soon come back to life in a bubble. If all players are dead at the same time, or [[YetAnotherStupidDeath they all put themselves in bubbles at the same time]], time, you go back to a checkpoint.
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* Done in ''Speedy Eggbert''.

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* Done in ''Speedy Eggbert''.''VideoGame/SpeedyEggbert''.
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* After dying in ''VideoGame/HyperPrincessPitch'' you drop back into the level at the exact spot which you died. This creates an explosion that kills nearby enemies and gives you a few seconds of MercyInvincibility. Of course, the game has limited lives.
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a Subverted Trope is when you\'re intentionally tricked into thinking the trope will occur, so this is not an example


* ''MineCraft'' is an interesting subversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.

to:

* ''MineCraft'' is an interesting subversion: aversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.
Is there an issue? Send a MessageReason:
None

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* ''MineCraft'' is an interesting subversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.
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* The {{NES}} version of ''RushnAttack'' did this.

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* The {{NES}} version of ''RushnAttack'' did this.this, although it could be manipulated to work in single player as well.

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* Done in ''Speedy Eggbert''.


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* The {{NES}} version of ''RushnAttack'' did this.
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* ''LifeForce'' / ''Salamander'' has your spaceship respawn right away flying in from offscreen after being destroyed, which is different from the ''{{Gradius}}'' series it is a spinoff of.
** ''{{Gradius}} V'' does this as well, despite being part of the main series.
* Konami's beat-em-ups - all of them, such as ''VideoGame/{{X-Men}}'', ''VideoGame/TeenageMutantNinjaTurtles'' arcade, ''VideoGame/TheSimpsons'' arcade, etc.
** Likewise, pretty much every single arcade beat-em-up ever made. Like ''DungeonsAndDragonsShadowOverMystara'', the ''AlienVsPredator'' arcade game, etc.
* The ''{{Contra}}'' games have you respawn from the corner of the screen right after you die.

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* ''LifeForce'' ''Life Force'' / ''Salamander'' has your spaceship respawn right away flying in from offscreen after being destroyed, which is different from the ''{{Gradius}}'' ''VideoGame/{{Gradius}}'' series it is a spinoff of.
** ''{{Gradius}} ''VideoGame/{{Gradius}} V'' does this as well, despite being part of the main series.
* Konami's {{Konami}}'s beat-em-ups - all of them, such as ''VideoGame/{{X-Men}}'', ''VideoGame/TeenageMutantNinjaTurtles'' arcade, ''VideoGame/TheSimpsons'' arcade, etc.
** Likewise, pretty much every single arcade beat-em-up Creator/{{Capcom}} ever made. Like ''DungeonsAndDragonsShadowOverMystara'', the ''AlienVsPredator'' ''VideoGame/DungeonsAndDragons'' and ''[[VideoGame/AlienVsPredatorCapcom Alien vs. Predator]]'' arcade game, games, etc.
* The ''{{Contra}}'' ''VideoGame/{{Contra}}'' games have you respawn from the corner of the screen right after you die.
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None

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* Some team-oriented games allow players to revive eachother to this effect, such as SpiralKnights and MassEffect3's multiplayer. Players can usually also revive themselves, but the penalty for that is higher. In most cases, defeating all the current enemies also revives every downed player, usually right where they died.
Is there an issue? Send a MessageReason:
None



to:

* ''DevilMayCry'' introduced Gold orbs in the UpdatedRerelease of the third game, and carried them to the fourth, unlike the yellow orbs which acted a checkpoint for every door you passed, gold orbs let you revive with full health regardless of where you were. [[NintendoHard You'll need it.]]

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