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Checkpoint

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To do: think of something mildly witty to put in here.

To do:

  • Document how Checkpoints function in multiplayer and different game modes.
This article is about checkpoints in the original LittleBigPlanet. For the collectable waypoint, see Checkpoint (LittleBigPlanet Karting). For the LittleBigPlanet Karting spawn point, see Spawn Point.
"Infinite-Life Checkpoint" redirects here. For the Creator Pack 1 level, see Creator Pack 1 - Infinite-Life Checkpoint.
Checkpoint
Popit Icon
Games: LittleBigPlanet, LittleBigPlanet PSP, LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3
Type: Gameplay Kits
Category: Level Kit
Inputs: 1
Outputs: 0
Obtained from: Start

Checkpoints are gameplay objects that mark points in a level where players can respawn if they die. They come in multiple varieties, each with a variable number of lives.

Overview

A Checkpoint can be activated by running past it within two adjacent layers, or by sending a digital ON signal through its input. When a player dies, they will respawn from the most recent Checkpoint, provided it has enough lives remaining.

Placement

Checkpoints are circular, thick-layer objects that cannot be resized. They occupy a sub-layer that allows Sackthings, collectables, and certain other objects to pass in front of them; this sub-layer has been referred to unofficially as "Theck".

The game prevents the Popit Cursor from deleting any selection that contains a Checkpoint if doing so would leave the level with no spawn points, though it is possible to get around this by destroying them through other means, such as crushing it with a heavy object, or activating an attached Destroyer.

Lives

Checkpoints come in Single, Double, and Infinite varieties, each allowing the player up to three, six, or infinite lives respectively. The number of remaining lives is indicated by the glowing ring around the Checkpoint's doors; as its lives are depleted, the quadrants of the ring will darken. Once a Checkpoint's lives have been exhausted, the ring starts flashing red and a looping siren sound plays until another Checkpoint is reached; if all living players die while the current Checkpoint is on its last life, the level ends in failure, prompting the player to restart or return to their Pod.

If the player returns to a previous Checkpoint, it will activate with the same number of lives it had previously, e.g. if a player dies twice on Checkpoint A, activates Checkpoint B, then activates Checkpoint A, it will remember that the player died twice on that Checkpoint. A Checkpoint cannot be reactivated if its pool of lives has been depleted.

In LittleBigPlanet 3, Checkpoints can be tweaked to copy the remaining life count from the previous checkpoint. For example, if the player loses two lives on Checkpoint A, and Checkpoint B is set to copy the previous checkpoint's life count, Checkpoint B will activate with two lives remaining. If the previous checkpoint had more lives remaining than the current checkpoint, it will cap out at its maximum life count e.g. going from a Double-Life Checkpoint with 6 remaining lives to a regular Checkpoint will set its life count to 4.

Tweaks

Physical Properties: (
Static •‎
Dynamic
)

When Static, the object cannot be moved while time is unpaused. When Dynamic, the object can be moved and is subject to gravity.

Entrance Type

Entrance Type: (
Everyone •‎
Colour Coded •‎
Last Activated
)

Determines which players are allowed to activate or spawn from this Checkpoint.
Everyone
Any player can activate and spawn from this Checkpoint.
Colour Coded
Only specific players can activate and spawn from this Checkpoint. When enabled, a list of coloured "Team" tweaks appears below, representing the four players in ascending order.
Last activated
Any player can activate this Checkpoint, but only the player that activated it can respawn here.

Lives

Copy from Previous: (
No •‎
Yes
)

If set to Yes, this Checkpoint will retain the amount of lives lost from the previous Checkpoint, e.g. if the player had three lives remaining on the previous Checkpoint, this Checkpoint will also have three lives when it is activated.

Visuals

Visual Style: (
Plastic •‎
Chrome •‎
Cardboard •‎
Wood
)

Choose one of four materials to change the Checkpoint's appearance.

Audio

Checkpoint Sounds: (
No •‎
Yes
)

Determines whether or not to play the Checkpoint's activation sound. Does not affect the respawn sound effect or the last life siren loop.

Concept Art

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