If the player dies while a checkpoint is active, all of their items and weapons (e.g. Keys, Weapon Capsules, Character Capsules) obtained before the player reached a checkpoint, are saved and the player will respawn back to the checkpoint with full health.
The player can alternatively go to the previously activated checkpoint by selecting "Checkpoint" in the pause menu, respawning the player and restoring their health back to full. If a checkpoint has not yet been activated, the player is brought back to the beginning of the stage instead. When playing Wily Challenge using "Checkpoint" will cost 1 life from the player.
Version Specific Behaviours (v1.4.0+)
In levels created in version 1.4.0 or newer, whenever a checkpoint is activated, all other previously activated checkpoints in the level are deactivated, allowing them to be used again.
Version Specific Behaviours (v1.0.0 - v1.3.6)
In levels created in version 1.3.6 or older, whenever a checkpoint is activated, all other previously activated checkpoints in the level are not deactivated, meaning previous checkpoints can not be reused (unless the player loses a life or selects "Checkpoint" from the pause menu). Playing levels created in version 1.3.6 or older will still retain this older checkpoint behaviour even if played in version 1.4.0 or newer, after the checkpoint behaviour was changed, this was likely done intentionally for the sake of backwards compatibility with older levels.
- The design for the checkpoint is based off of Mega Man Powered Up's design for a checkpoint.
- There was no 8-bit sprite for the checkpoint, so the Mega Man Maker team made their design from scratch.
- The noise the checkpoint makes when activated is similar to Mega Man Powered Up's.