You know,
not all checkpoint setups are bad... when they are placed strategically and correctly so that the player is given a *real* chance to get right back into the game (through a well-balancing of some proper extra power-ups immediately, at least!), this is where it’s all good, you got me now?

! Other than that, Sonic R, the whole game goes RIGHT down the drain really fast in possibly a lot of shmupper’s eyes, even when it gets so rather damned outrageously difficult that it is nearly impossible for the player to recover at all, too!
One splendid example of the use and strategy of checkpoints was Nemesis (arcade version)... every time you die and restart, the game throws a well balanced little diet of power-ups
immediately to help get you right back up to speed again, which helped make the game MUCH more fun to play in the first place!!!
On certain other shmups, however, they just jack up the difficulty so blatantly high the farther you progress to where if you die even once, there are NO power-ups to even help you upon restarting with just a small cannon that don’t even do
squat, and that really just stinking sucks and then some!!!

No wonder that it becomes such a horrendously cheap way to rack up earnings in the arcades, and this is the part where checkpoints should *definitely* be kicked to the curb on any shmup that does this kind of unfair balance, I think!!
So folks, case in point: if you were to be designing your own shmup with checkpoints in it, just make sure they are carefully thought and planned out STRAIGHT to the point of being much more fair to the player to where he/she is
actually given a sure fighting chance!!!
=b !