|An activated Checkpoint in Mega Man Maker|
There are checkpoints in various Mega Man games, but the ones in Mega Man Maker are inspired on the functionality they had in Mega Man Powered Up.
The Checkpoint is a 2x2 tiles sized general asset. When triggered, it plays a chime sound and raises a flag. Checkpoints are activated on contact, and are unaffected by gravity.
If the player dies while a checkpoint is active, all of their items (e.g. Keys, Weapon Capsules, Character Capsules) and weapons obtained before the player reached a Checkpoint are saved and the player is respawned back to the last Checkpoint they touched 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 the "Checkpoint" option costs 1 life.
1.0.0 - 1.3.6
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 cannot 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 behavior even if played in version 1.4.0 or newer; this was likely done intentionally for the sake of backwards compatibility with older levels.
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.
- The design and sound effect a Checkpoint makes when activated are based off its appearance in Mega Man Powered Up.