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Skweek is respawn at level start, this is added in Super Skweek.


* 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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* In ''VideoGame/{{Skweek}}'', ''VideoGame/SuperSkweek'', 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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* The international build of ''VideoGame/RType Leo'', in defiance of usual ''R-Type'' series convention, puts you back on the spot after losing a life. However, the Japan build of the game puts you back at a checkpoint like in all other ''R-Type'' games.

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* The international build of ''VideoGame/RType Leo'', in defiance of usual ''R-Type'' series convention, puts you back on the spot after losing a life. However, [[DifficultyByRegion the Japan build of the game puts you back at a checkpoint checkpoint]] like in all other ''R-Type'' games.
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* The international build of ''VideoGame/RType Leo'', in defiance of usual ''R-Type'' series convention, puts you back on the spot after losing a life. However, the Japan build of the game puts you back at a checkpoint like in all other ''R-Type'' games.
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* ''VideoGame/SuperAleste'' respawns you on the spot, but only if you have special lives, indicated with orange life icons as opposed to blue for regular lives. If you only have regular lives, you get booted back to a checkpoint.
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* ''VideoGame/ATypicalWednesdayAfternoon'': If your square is hit by an enemy, bullet, or missile, it instantly reappears precisely where it was, albeit without any extra firepower.
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* ''VideoGame/DevilMayCry'': Gold Orbs were introduced to the series by the [[VideoGame/DevilMayCry2 second game]], which are then carried to ''VideoGame/DevilMayCry3DantesAwakening'' Special Edition'', ''VideoGame/DevilMayCry4'', and ''VideoGame/DevilMayCry5''. Unlike the Yellow Orbs that acted like checkpoint tickets for every door you passed, Gold Orbs let you revive on-the-spot with full health regardless of where you died. [[NintendoHard You'll need them]].

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* ''VideoGame/DevilMayCry'': Gold Orbs were introduced to the series by the [[VideoGame/DevilMayCry2 second game]], which are then carried to ''VideoGame/DevilMayCry3DantesAwakening'' ''VideoGame/DevilMayCry3DantesAwakening Special Edition'', ''VideoGame/DevilMayCry4'', and ''VideoGame/DevilMayCry5''. Unlike the Yellow Orbs that acted like checkpoint tickets for every door you passed, Gold Orbs let you revive on-the-spot with full health regardless of where you died. [[NintendoHard You'll need them]].
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The old example contained some false info. Gold Orbs were introduced to the series starting from DMC2, not DMC3:SE.


* ''VideoGame/DevilMayCry'' introduced Gold orbs in the UpdatedRerelease of the [[VideoGame/DevilMayCry3DantesAwakening third game]], and carried them to the [[VideoGame/DevilMayCry4 fourth]]. Unlike the yellow orbs that acted like checkpoint tickets for every door you passed, gold orbs let you revive with full health regardless of where you are; checkpoints are free and infinite. [[NintendoHard You'll need them]].

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* ''VideoGame/DevilMayCry'' ''VideoGame/DevilMayCry'': Gold Orbs were introduced Gold orbs in to the UpdatedRerelease of series by the [[VideoGame/DevilMayCry3DantesAwakening third [[VideoGame/DevilMayCry2 second game]], and which are then carried them to the [[VideoGame/DevilMayCry4 fourth]]. ''VideoGame/DevilMayCry3DantesAwakening'' Special Edition'', ''VideoGame/DevilMayCry4'', and ''VideoGame/DevilMayCry5''. Unlike the yellow orbs Yellow Orbs that acted like checkpoint tickets for every door you passed, gold orbs Gold Orbs let you revive on-the-spot with full health regardless of where you are; checkpoints are free and infinite.died. [[NintendoHard You'll need them]].
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* ''VideoGame/DevilMayCry'' introduced Gold orbs in the UpdatedRerelease of the third game, and carried them to the fourth. Unlike the yellow orbs that acted like checkpoint tickets for every door you passed, gold orbs let you revive with full health regardless of where you are; checkpoints are free and infinite. [[NintendoHard You'll need them]].

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* ''VideoGame/DevilMayCry'' introduced Gold orbs in the UpdatedRerelease of the [[VideoGame/DevilMayCry3DantesAwakening third game, game]], and carried them to the fourth.[[VideoGame/DevilMayCry4 fourth]]. Unlike the yellow orbs that acted like checkpoint tickets for every door you passed, gold orbs let you revive with full health regardless of where you are; checkpoints are free and infinite. [[NintendoHard You'll need them]].
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* Most modern shmups follow this practice, as opposed to older shmups which tend to adapt the practice of using checkpoints: this is mostly because they're focused around getting high scores, as opposed to just surviving.
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* ''VideoGame/DoomEternal'' revisits the OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.

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* ''VideoGame/DoomEternal'' revisits the OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.
defeated. There's some GameplayAndStoryIntegration involved as well - the Doom Slayer is ''so'' [[UnstoppableRage psychotically angry and hateful]] of the demons that, upon taking a killing blow, he ''[[NoSell flat-out ignores it]]'' and keeps going like it didn't even happen. And with a certain upgrade, he can actually ''get that extra life back'' so long as he can kill the demon that killed him in time. Theoretically, he can basically bounce back from literally everything so long as he's fast enough to take out his would-be killer.
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* ''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.

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* ''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 enemies tend to suddenly panic when they see your character suddenly get back up with full health and all your grenades.
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* ''VideoGame/DoomEternal'' revisit the OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.

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* ''VideoGame/DoomEternal'' revisit revisits the OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DoomEternal'' will revisit the OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.

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* ''VideoGame/DoomEternal'' will revisit the OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.
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*** In the pre-Konami GX games, checkpoints are used. In the post-GX arcade games, you respawn at checkpoints in singleplayer or in-place in co-op, with ports of the post-GX games allowing this to be toggled for singleplayer games.
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* ''VideoGame/DoomEternal'' will revisit the 1Up mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.

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* ''VideoGame/DoomEternal'' will revisit the 1Up OneUp mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.
Is there an issue? Send a MessageReason:
None



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* ''VideoGame/DoomEternal'' will revisit the 1Up mechanic its classic games in the ''Franchise/{{Doom}}'' franchise averted: if players are killed in the campaign after finding an extra life, rather than being forced to restart at the last checkpoint, they will simply get back up from where they were last defeated.
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None


* ''VideoGame/WatchDogs2'' let you spawn right on the same spot (sometimes nearby) where you died when not in a mission. The same case when you get busted.

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* ''VideoGame/WatchDogs2'' let you spawn right on the same spot (sometimes nearby) where you died when not in a mission. The same case when you get busted.
arrested by police instead of sending you to a nearby police headquarter.
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* ''VideoGame/{{WatchDogs2}}'' let you spawn right on the same spot (sometimes nearby) where you died when not in a mission. The same case when you get busted.

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* ''VideoGame/{{WatchDogs2}}'' ''VideoGame/WatchDogs2'' let you spawn right on the same spot (sometimes nearby) where you died when not in a mission. The same case when you get busted.
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* ''VideoGame/{{WatchDogs2}}'' let you spawn right on the same spot (sometimes nearby) where you died when not in a mission. The same case when you get busted.
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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 when you die, [[BagOfSpilling your items are left behind.behind]].



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

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* Some team-oriented games allow players to revive eachother to this effect, such as ''VideoGame/SpiralKnights'' and ''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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* Some team-oriented games allow players to revive eachother each other to this effect, such as ''VideoGame/SpiralKnights'' and ''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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* In ''VideoGame/MendelPalace'', as long as one player is alive, the other player can come back to life without resetting the board if they're defeated.
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* The {{NES}} version of ''VideoGame/RushnAttack'' did this, although it could be manipulated to work in single player as well.

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* The {{NES}} UsefulNotes/{{NES}} version of ''VideoGame/RushnAttack'' did this, although it could be manipulated to work in single player as well.
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* In the {{Lego Adaptation Game}}s, players respawn exactly on the spot with only a loss of studs.

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* In the {{Lego VideoGame/{{Lego Adaptation Game}}s, players respawn exactly on the spot with only a loss of studs.
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* In timed racing games such as ''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.

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* In timed racing games such as ''VideoGame/OutRun'' and ''Hang-on'', ''VideoGame/HangOn'', 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.
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* The {{NES}} version of ''RushnAttack'' did this, although it could be manipulated to work in single player as well.

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* The {{NES}} version of ''RushnAttack'' ''VideoGame/RushnAttack'' did this, although it could be manipulated to work in single player as well.
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* ''VideoGame/SpiderManFriendOrFoe'' combined this with infinite lives and easy combat, making for a very low-effort experience. One review noted that they left the game running and went for lunch, leaving Spider-Man and Black Cat standing on a mountaintop surrounded by enemies. When they returned, the heroes hadn't budged and the enemies were all gone without a trace.
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* In ''VideoGame/{{Undertale}}'', if you die during the battle against the GoldenEnding's final boss, you automatically revive.
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* The ''MrDriller'' series has you respawn physically right where you stand.
* This happens in ''ButThatWasYesterday'' when you fall off a cliff or a roof.

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* The ''MrDriller'' ''VideoGame/MrDriller'' series has you respawn physically right where you stand.
* This happens in ''ButThatWasYesterday'' ''VideoGame/ButThatWasYesterday'' when you fall off a cliff or a roof.
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* The ''SeriousSam'' games, although it's a server setting. The game host can choose to enable respawning at checkpoints (which are plentiful), or respawning on the spot. Both forms of respawning only exist in the cooperative mode.

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* The ''SeriousSam'' ''VideoGame/SeriousSam'' games, although it's a server setting. The game host can choose to enable respawning at checkpoints (which are plentiful), or respawning on the spot. Both forms of respawning only exist in the cooperative mode.
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* The SegaGenesis game ''Sub Terrania'' offers this when fighting against the FinalBoss: otherwise, you [[IncrediblyLamePun Respawn On The Starting Platform]].

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

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