Sentences with phrase «next checkpoint»

The phrase "next checkpoint" means the next important stopping point or goal in a journey, project, or activity. It's like a point along the way where you need to pause, evaluate progress, and see what needs to be done next. Full definition
There were sections where you'll die 10 - 20 times just get to next checkpoint in a level.
He called Tonya at the video store she managed in Fairbanks and said he needed a new sled within eight hours, when he would arrive at the next checkpoint, in McGrath, more than 200 miles from Fairbanks.
When they reach the next checkpoint in McGrath, nine checkpoints from the start of the race in Anchorage, they will be 646 miles from the finish in Nome.
The next checkpoint is 30 miles from Willow in Yentna station, 892 miles from the finish line.
Mushers must carry sick or injured dogs to the next checkpoint for treatment and continue the race without that canine.
Many a broken controllers have been made at the hands of that one part of the level that required a precision jump, perfect reaction time, or just a relentless amount of endurance and patience to truck through a seemingly endless wave of baddies before the next checkpoint (if the game in mind were so inclined to include such a privilege).
Just wait until the next checkpoint and you're dropped back into the race to try ro salvage a good run.
Although, this is supposed to be played co-op, I'm playing through it single player at first, because (as with Borderlands), I tend to play at a slower pace than most gamers, so having people race through to the next checkpoint can be annoying, so I'll finish this my way first, then join others games later to help them out..
If you want to restore health, you'll have to make it to the next checkpoint.
In games like Kingdom Hearts and Champions of Norrath, you slay your opponents to progress to the next checkpoint or cut - scene.
This makes for some interesting and tense scenarios as we gamble between going for the next collectible or heading to the next checkpoint.
It still stumbles in vehicular play, and the release is as buggy as prior versions (at two points I had to quit and restart because the game didn't register that I had completed tasks to move to the next checkpoint, and I was stuck in a limbo of waiting endlessly while the game told me to fulfill an objective I already had) but by and large it's a very large step forward for the franchise.
If players want the classic experience of breathlessly trying to make it to the next checkpoint before the game ends abruptly, there's a Nightmare mode available.
Those postings list every musher, the last checkpoint reached, the next checkpoint they will arrive at, and the times of their entrances and exits at each stop along the way.
Being as tough as the car, James was off again once the backup buggy arrived, leading the pack to the next checkpoint.
Of course, if both of your debt ratios are fine, you'll sail on through to the next checkpoint.
Unless I actively want to speedrun that stuff, all I need to do is make it to the next checkpoint a couple screens over and then I can just forget every single part of design that I just went through.
It may take several tries before you can reach the next checkpoint (which are scattered sporadically and inconsistently).
Both use similar mechanics to guide the player through a parkour style obstacle course, highlighting the elements of the environment that a player might not otherwise notice or pointing the way to the next checkpoint.
Events here include Carnage, a game mode where the aim is to finish as close to the front as possible while scoring as many points as possible from destroying your opponents and the environment, Beat the Bomb is a check point style race where you have a bomb on board, and have to hit the next checkpoint before it goes of resetting the timer, Keep the Flag is pretty obvious and finally Stunts.
If a player falls off their bike, s / he loses the helmet and it is automatically sent to the next checkpoint.
Currently, if you're dead and your squad is continuing the fight without you, you have little choice but to stare at your dead body until either they hit the next checkpoint, or fail.
If they fail to do so, the downed player can not return to the game until the surviving players reach the next checkpoint.
But if you grow tired of constant deaths at a certain point, sadly the game doesn't allow you to save during levels, meaning you'll be forced into the repetition of revisiting areas until you reach the next checkpoint, well either that or you can turn the game off and then have to start an entire level again when you return to it, which isn't a whole lot of fun.
The fair but challenging bonfire system in the game heightens this tension exponentially; the need for the next checkpoint must be balanced with survival so progress is not lost.
Then by some miracle, I hit my jet at just the right moment and smoothly landed on the next platform right in front of the next checkpoint.
As I said, the last few stages in the game stop playing fairly and just send you on extended platforming sections with the same enemy encounters you've dealt with before as a reward before getting to the next checkpoint.
It doesn't matter how many bad guys you put down, they just keep on coming until you make it to the next checkpoint.
Fragile Alliance tasks you with reaching as many checkpoints as possible before your opponent, each area must be cleared of enemies before you can reach the next checkpoint.
The next checkpoint is never more than a few feet away, but there might as well be a vertical wall between you.
The timer is the real enemy, as it counts down you must reach the next checkpoint to be awarded more time to get to the next check point.
Players choose to play as one of the various racing teams (each with differing motivations), then must solve the riddles that reveal the next checkpoint.
There are some brutally difficult sections in this game in which you'll die upwards of 100 times trying to make it to the next checkpoint.
There's no real challenge in this, since your cars are apparently invincible and you only need to care about not being slowed down too much until the next checkpoint, rather than your cars» health.
You do not have to reach the next checkpoint and can quit to the main menu right away.
That said, it's possible on many sequences to just race to the next checkpoint and ignore all the fighting.
Not infrequently, it can be a frustrating exercise to having initially succeeded in killing a horde of demons but later needing to kill the same horde of demons again because you fail to reach the next checkpoint in time to save the game.
If you can drive over or through it, or even jump over it, it's a valid path to the next checkpoint.
Earning 130 medals unlocks a final batch of levels that will test even the most hardened of players that religiously tackled Trials HD — it soon becomes apparent why these hellish levels are labelled under «Extreme» difficulty when successfully reaching the next checkpoint within 100 attempts is an achievement in itself.
I was trying to help this «short scarf» guy learn the secrets, me and my very long white scarf, but nope, he left me in the dust, rushed to the next checkpoint and was undoubtedly one of the people here who say «I played it and it was way too short and boring.»
Anyone who really believes that Japanese game design has a declining role against the success of Western game development needs to dunk their head in a pool of water — specifically the floating pools of water suspended in the air, rotating between connections with other pools as Mario attempts to swim toward the next checkpoint.
It can be an exercise in frustration but you just need some perseverance and eventually you'll get to the next checkpoint.
Not choosing the right tech upgrade can ensure you never get to the next checkpoint.
Instead it is designed in such a way where it naturally draws your attention to the next checkpoint by having an interesting rock on the horizon or a glowing button in the distance or the glint of sunlight off the metal of an oxygen tank.
It's entangled in my memories wandering into smoky dark arcades and slotting my money and becoming hooked, obsessed with getting to the next checkpoint.
This feels frustratingly unfair, and so I eventually resorted to charging through the enemy line with my force - field activated just to trigger the next checkpoint - this was neither fun or rewarding.
If your car is sliced by lasers, it's not the end of the world — you'll keep driving on until the next checkpoint, which regenerates your car.
Sure, the game allows players to leap to the next checkpoint after successive failures (corrupting both completion time and the shape of Ms. Splosion «s posterior), but this just feels like a makeshift solution, rather than well scrutinized level design.
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