History Main / SaveGameLimits

2nd Aug '17 9:12:45 AM CosmicFerret
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* ''DragonQuest'' games will only let you [[StealthPun get saved at church]] (or a king in the first three games), and make you read through long repetitive dialogues when you do so.

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* ''DragonQuest'' ''VideoGameDragonQuest'' games will only let you [[StealthPun get saved at church]] (or a king in the first three games), and make you read through long repetitive dialogues when you do so.
3rd Jul '17 11:35:59 AM Randomwaffle23
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* ''VideoGame/OriAndTheBlindForest'' requires the player to spend a point of energy to create a save point. Said energy points are also used for AreaOfEffect attacks and throwable projectiles.
10th Jun '17 1:42:22 PM nombretomado
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* Aversion: All games on the Wii's UsefulNotes/VirtualConsole (with the exception of N64 and Neo Geo games) have a built-in quicksave--just quit the game through the Home menu. On the other hand, the UsefulNotes/{{Virtual Console}}s on the Nintendo3DS and the WiiU allow permanent (unless overwritten with a new one, at least) save files (called restore points) to be made at any time in addition to borrowing the Wii's quicksave feature, which makes SaveScumming quite easy even for games that didn't originally ''have'' a save feature.

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* Aversion: All games on the Wii's UsefulNotes/VirtualConsole (with the exception of N64 and Neo Geo games) have a built-in quicksave--just quit the game through the Home menu. On the other hand, the UsefulNotes/{{Virtual Console}}s on the Nintendo3DS UsefulNotes/Nintendo3DS and the WiiU UsefulNotes/WiiU allow permanent (unless overwritten with a new one, at least) save files (called restore points) to be made at any time in addition to borrowing the Wii's quicksave feature, which makes SaveScumming quite easy even for games that didn't originally ''have'' a save feature.
10th Jun '17 11:30:39 AM Kayube
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** Each campaign can catch only one starter Pokémon without trading. This, combined with the limit of one campaign per Game Card, was intended to act as a SocializationBonus.
28th May '17 2:33:18 PM nombretomado
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* The PSP versions of ''[[{{Vocaloid}} Project Diva]]'' is limited to 3 save files. Not that it's much of a hassle with this kind of game.

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* The PSP versions of ''[[{{Vocaloid}} ''[[Music/{{Vocaloid}} Project Diva]]'' is limited to 3 save files. Not that it's much of a hassle with this kind of game.
27th May '17 4:00:30 PM nombretomado
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* Aversion: All games on the Wii's UsefulNotes/VirtualConsole (with the exception of N64 and Neo Geo games) have a built-in quicksave--just quit the game through the Home menu. On the other hand, the {{Virtual Console}}s on the Nintendo3DS and the WiiU allow permanent (unless overwritten with a new one, at least) save files (called restore points) to be made at any time in addition to borrowing the Wii's quicksave feature, which makes SaveScumming quite easy even for games that didn't originally ''have'' a save feature.

to:

* Aversion: All games on the Wii's UsefulNotes/VirtualConsole (with the exception of N64 and Neo Geo games) have a built-in quicksave--just quit the game through the Home menu. On the other hand, the {{Virtual UsefulNotes/{{Virtual Console}}s on the Nintendo3DS and the WiiU allow permanent (unless overwritten with a new one, at least) save files (called restore points) to be made at any time in addition to borrowing the Wii's quicksave feature, which makes SaveScumming quite easy even for games that didn't originally ''have'' a save feature.
27th May '17 3:59:39 PM nombretomado
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* Aversion: All games on the Wii's VirtualConsole (with the exception of N64 and Neo Geo games) have a built-in quicksave--just quit the game through the Home menu. On the other hand, the {{Virtual Console}}s on the Nintendo3DS and the WiiU allow permanent (unless overwritten with a new one, at least) save files (called restore points) to be made at any time in addition to borrowing the Wii's quicksave feature, which makes SaveScumming quite easy even for games that didn't originally ''have'' a save feature.

to:

* Aversion: All games on the Wii's VirtualConsole UsefulNotes/VirtualConsole (with the exception of N64 and Neo Geo games) have a built-in quicksave--just quit the game through the Home menu. On the other hand, the {{Virtual Console}}s on the Nintendo3DS and the WiiU allow permanent (unless overwritten with a new one, at least) save files (called restore points) to be made at any time in addition to borrowing the Wii's quicksave feature, which makes SaveScumming quite easy even for games that didn't originally ''have'' a save feature.
24th May '17 10:13:28 AM TrendingToon1
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* ''Videogame/MarioParty'' and ''Mario Party 2'' allowed only one save file. ''Mario Party 3'' added two more, which then became the standard for all subsequent Mario Party games.

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* ''Videogame/MarioParty'' and ''Mario Party 2'' allowed only one save file. ''Mario Party 3'' added two more, which then became the standard for all subsequent Mario Party games.games except ''9'' and ''10''.
20th May '17 9:48:49 AM nombretomado
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* The early {{Ultima}} games would only allow you to save on the world map. One of the upgrades of ''VideoGame/UltimaV'' was the ability to save in towns, dungeons, etc.

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* The early {{Ultima}} ''VideoGame/{{Ultima}}'' games would only allow you to save on the world map. One of the upgrades of ''VideoGame/UltimaV'' was the ability to save in towns, dungeons, etc.
9th May '17 7:56:15 PM GastonRabbit
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* Placing restrictions on when/where the player is allowed to access the savegame function, such as inbetween stages/missions, on the world map or the HubLevel, or at a TraumaInn or explicit SavePoint.
* Saving the gamestate only in BroadStrokes - e.g. recording the player's status (e.g. ExperiencePoints, {{Plot Coupon}}s, general story chapter), but not their actual position and/or progress within a given level or mission. Thus, while the player may be able to save their data at any time, they always start from a designated location (e.g. see above point) when reloading it.

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* Placing restrictions on when/where the player is allowed to access the savegame save-game function, such as inbetween in between stages/missions, on the world map or the HubLevel, or at a TraumaInn TraumaInn, or explicit SavePoint.
* Saving the gamestate game state only in BroadStrokes - -- e.g. , recording the player's status (e.g. , ExperiencePoints, {{Plot Coupon}}s, general story chapter), but not their actual position and/or progress within a given level or mission. Thus, while the player may be able to save their data at any time, they always start from a designated location (e.g. , see above point) when reloading it.
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