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** ''VideoGame/Persona4'' learned from this and made things significantly less painful. There are two save points during the day (one in your classroom, which you're literally standing next to once classes are over, and one on the [[HubLevel main shopping drag in town]]), one save point at night (the calendar in the Dojima house, which, again, you literally start the night standing by), and one inside the TV (in the hub area). In the original game, there would also be a save point right before the boss room in each dungeon, but these were removed for some reason in ''[[UpdatedRerelease Golden]]''.
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* The three Creator/{{INiS}} DS [[RhythmGame Rhythm Games]], the ''VideoGame/OsuTatakaeOuendan'' duology and ''VideoGame/EliteBeatAgents'' only allow you to keep one save file per copy of the game. And you can only save one replay per mission, at least in the case of ''Agents''.

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* The three Creator/{{INiS}} DS [[UsefulNotes/NintendoDS DS]] [[RhythmGame Rhythm Games]], the ''VideoGame/OsuTatakaeOuendan'' duology and ''VideoGame/EliteBeatAgents'' only allow you to keep one save file per copy of the game. And you can only save one replay per mission, at least in the case of ''Agents''.
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* The three Creator/{{INiS}} DS [[RhythmGame Rhythm Games]], the ''VideoGame/OsuTatakaeOuendan'' duology and ''VideoGame/EliteBeatAgents'' only allow you to keep one save file per copy of the game. And you can only save one replay per mission, at least in the case of ''Agents''.
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* ''VideoGame/FTLFasterThanLight'': UpToEleven - once save per ''installation''. It's literally only possible to have one save. This means when you start the game, you play that game until you win, die, or restart and overwrite the save - you can't, for example, have multiple campaigns with different ships saved at the same time.
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[[quoteright:255:[[VideoGame/DonkeyKongCountry2DiddyKong'sQuest https://static.tvtropes.org/pmwiki/pub/images/kong_college.png]]]]

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[[quoteright:255:[[VideoGame/DonkeyKongCountry2DiddyKongsQuest https://static.tvtropes.org/pmwiki/pub/images/kong_college.png]]]]

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[[quoteright:255:[[VideoGame/DonkeyKongCountry2DiddyKongsQuest [[quoteright:255:[[VideoGame/DonkeyKongCountry2DiddyKong'sQuest https://static.tvtropes.org/pmwiki/pub/images/kong_college.png]]]]
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Speaking of saving in general, there's ExportSave, for when the game lets the player make a backup save, presumably outside of its regular save mechanics, and transfer them from device to device at need.

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Speaking of saving in general, there's There's also ExportSave, for when the game lets the player make a backup save, presumably outside of its regular save mechanics, and transfer them from device to device at need.

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Speaking of saving in general, there's ExportSave, for when the game lets the player make a backup save, presumably outside of its regular save mechanics, and transfer them from device to device at need.
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* ''VideoGame/ThisStarryMidnightWeMake'': Save menu accessed from the map screen. 3 save slots.
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** Just to make sure the game doesn't stick you in a bad spot with a dodgy autosave and make the game [[UnwinnableByMistake unwinnable]], it keeps a [[CheckPoint separate save]] for the last time you rested at the [[TraumaInn inn]] or accessed a Rift Stone. That way, when you manage to just barely survive a dragon's ambush ("Now Saving...") and keep getting murdered immediately after by a chimera, you have a nice, safe, save file to fall back on.

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** Just to make sure the game doesn't stick you in a bad spot with a dodgy autosave and make the game [[UnwinnableByMistake [[UnintentionallyUnwinnable unwinnable]], it keeps a [[CheckPoint separate save]] for the last time you rested at the [[TraumaInn inn]] or accessed a Rift Stone. That way, when you manage to just barely survive a dragon's ambush ("Now Saving...") and keep getting murdered immediately after by a chimera, you have a nice, safe, save file to fall back on.
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* ''VideoGame/TheHeartPumpsClay'': Save anywhere out of battle and cutscenes. 16 slots.
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* ''VideoGame/ForgetMeNotMyOrganicGarden'': 3 slots, save anywhere outside of cutscenes.

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* ''VideoGame/LiEat'': First game: Save anywhere out of battle. 20 save slots in 5 pages of 4 slots.

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* ''VideoGame/LiEat'': First game: Save anywhere out of battle. 20 save slots in 5 pages of 4 slots."
* ''VideoGame/HelensMysteriousCastle'': Save anywhere out of battle and cutscenes. 15 slots.

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Changed: 10

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[[/index]]



[[/index]]

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[[/index]]
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* In ''VideoGame/OneWayHeroics'', the game may offer to save your progress randomly or if you use a Save Crystal, at the cost of reducing your level by 5.
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* PasswordSave: When, instead of saving a game's session, the player is given a password for completing a level. This is used in games without an inventory to keep track about.

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Turned into an index.



* Placing restrictions on when/where the player is allowed to access the save-game function, such as in between stages/missions, on the world map or the HubLevel, or at a TraumaInn, or an explicit SavePoint.

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\n[[index]]
* Placing restrictions on {{Autosave}}: Dynamically saves the game session every few minutes/seconds in order to prevent progress loss in the case of shutdowns and crashes.
* SavePoint: A.K.A. Checkpoint-based saving, restricts
when/where the player is allowed to access the save-game function, save their session, such as in between stages/missions, on the world map or the HubLevel, or at a TraumaInn, TraumaInn.
* SaveToken: An item (usually consumable) that allows the player to save their game session, thus limiting how often the player can save.
* SuspendSave: A "quick-save"
or an explicit SavePoint."suspend" option that saves and quits, then deletes the quick-save data after it has been reloaded (which helps prevent SaveScumming, though industrious players may still find a way to cheat the system). When this is in place, you can save & quit whenever you want, but death will still take you back to the last CheckPoint. In some games, such as {{Roguelike}}s, this may be the only save system present: Quitting the game saves your progress, and winding up in any Unwinnable situation means the save file is effectively unusable and the player must restart the game from scratch.



* Requiring a certain (usually consumable) SaveToken to access the save-game function, thus limiting how often the player can save.



* A [[SuspendSave "quick-save" or "suspend" option]] that saves and quits (in addition to [[{{Autosave}} dynamically saving every few minutes/seconds]] to prevent progress loss in the case of shutdowns and crashes), then deletes the quick-save data after it has been reloaded (which helps prevent SaveScumming, though industrious players may still find a way to cheat the system). When this is in place, you can save & quit whenever you want, but death will still take you back to the last CheckPoint. In some games, such as {{Roguelike}}s, this may be the only save system present: Quitting the game saves your progress, and winding up in any Unwinnable situation means the save file is effectively unusable and the player must restart the game from scratch.

Compare CheckPointStarvation, for when a level (or entire game) has very few, if any, {{Check Point}}s or {{Save Point}}s. Contrast {{Autosave}}.

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* A [[SuspendSave "quick-save" or "suspend" option]] that saves and quits (in addition to [[{{Autosave}} dynamically saving every few minutes/seconds]] to prevent progress loss in the case of shutdowns and crashes), then deletes the quick-save data after it has been reloaded (which helps prevent SaveScumming, though industrious players may still find a way to cheat the system). When this is in place, you can save & quit whenever you want, but death will still take you back to the last CheckPoint. In some games, such as {{Roguelike}}s, this may be the only save system present: Quitting the game saves your progress, and winding up in any Unwinnable situation means the save file is effectively unusable and the player must restart the game from scratch.

[[/index]]

Compare CheckPointStarvation, for when a level (or entire game) has very few, if any, {{Check Point}}s or {{Save Point}}s. Contrast {{Autosave}}.\n
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* ''VideoGame/CaveStory'', in its original freeware version, only has one save slot. But the various upgraded ports of the game (starting with the Wiiware version) increased the save slots to three.
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** [[VideoGame/MegaMan1 The first game]] has ''no'' saves. Subsequent games give you a password after every level, except these passwords don't record progress through the endgame stages. After Capcom started overusing the [[HijackedByGanon fake-new-Big-Bad]] story starting with ''4'', these endgame levels grew to be ''half the game''.

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** [[VideoGame/MegaMan1 The first game]] has ''no'' saves. Subsequent games give you a password {{password|Save}} after every level, except these passwords don't record progress through the endgame stages. After Capcom started overusing the [[HijackedByGanon fake-new-Big-Bad]] story starting with ''4'', these endgame levels grew to be ''half the game''.
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* ''VideoGame/LiEat'': First game: Save anywhere out of battle. 4 save slots.

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* ''VideoGame/LiEat'': First game: Save anywhere out of battle. 4 20 save slots in 5 pages of 4 slots.

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Changed: 5

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* ''VideoGame/{{Persona 3}}'' allows you to save at Tartarus' foyer, which you can access at any time (provided you find the teleporter back to the first floor). Sensible enough. However, outside Tartarus, you can only save at the dorm; exiting the dorm and reentering it immediately (even in daylight) will make it nighttime immediately. This forces you to play a whole day of choices, [[RelationshipValues Social Links]], and shopping, without saving. In extreme cases (such as weekdays) making a bad choice during an afternoon quest will force the player to replay the entire schoolday, plus the previous night - or worse, if it's an exam week (which runs uninterrupted from Monday to Saturday), the ''entire week''. The PSP version mitigates this somewhat by adding a save point in the classroom, providing a more convenient opportunity to save during the day.

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* ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' allows you to save at Tartarus' foyer, which you can access at any time (provided you find the teleporter back to the first floor). Sensible enough. However, outside Tartarus, you can only save at the dorm; exiting the dorm and reentering it immediately (even in daylight) will make it nighttime immediately. This forces you to play a whole day of choices, [[RelationshipValues Social Links]], and shopping, without saving. In extreme cases (such as weekdays) making a bad choice during an afternoon quest will force the player to replay the entire schoolday, plus the previous night - or worse, if it's an exam week (which runs uninterrupted from Monday to Saturday), the ''entire week''. The PSP version mitigates this somewhat by adding a save point in the classroom, providing a more convenient opportunity to save during the day.


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* ''VideoGame/LiEat'': First game: Save anywhere out of battle. 4 save slots.
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* The ''FireEmblem'' series is a mixed gab of different forms of this.

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* The ''FireEmblem'' ''Franchise/FireEmblem'' series is a mixed gab of different forms of this.
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[[quoteright:255:[[VideoGame/DonkeyKongCountry2DiddyKongsQuest https://static.tvtropes.org/pmwiki/pub/images/kong_college.png]]]]
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Eternal Darkness is listed twice.


* ''VideoGame/EternalDarkness'' will let you save only if there are no enemies nearby. Weakly justified in-universe by the fact that said enemies are basically mini cthulhus and it's not safe to save around them, still annoying when this means frequently you cannot save for over half of a level and have to start the whole thing over if you die.
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* ''TabletopGame/{{Gloomhaven}}'' has a campaign structured much like a video game, including scenarios to complete and scenarios unlocked upon completion of earlier scenarios, unlockable character classes, and upgrades for characters and the setting. Much of what is done in-game is recorded in some way such as by marking or applying stickers to the board or removing seals from boxes, so there isn't any practical way to restore the game to an earlier state.

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* In the ''VideoGame/HarryPotter'' game series, there are completely made up "save books" in games one through three. In the first game, there was the annoying limit that generally there were only two to three save books on a level, and none throughout the extremely difficult, tedious, and easy-to-die endless-pit jumping puzzle. On another note, the jumping puzzle has lethal pits in it, despite the fact that it was made by a teacher to train you how to use spells. You'd think that the SPCC would start suing Hogwarts. Oh, and the level was completely silent, except every few minutes, at which point an evil laugh would sound.
** Also, in the first game, save books could only be used once. They would never reappear. This wasn't normally a problem since you couldn't return to previous levels, but the last save point in the game is a few feet in front of a treasure chest containing a few chocolate frogs (this game's healing items). And every single time you die at the final boss, you have to open the treasure chest again (which takes about 5 seconds of animation, plus actually collecting the chocolate frogs, which move around randomly).
** Unless you go for debug mode, you also have to watch the cutscene before fighting the boss again, which takes 30-40 seconds. The two subsequent games replenished the saving books after a short while, and they auto-saved your progress before most battles.

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* In the ''VideoGame/HarryPotter'' game series, there are completely made up "save books" in games one through three. In the first game, there was ''VideoGame/HarryPotterAndThePhilosophersStone'' has the annoying limit that generally there were are only two to three save books [[SavePoint "save books"]] on a level, and none throughout the extremely difficult, tedious, and easy-to-die endless-pit jumping puzzle. On another note, the jumping puzzle has lethal pits in it, despite the fact that it was made by a teacher to train you how to use spells. You'd think that the SPCC would start suing Hogwarts. Oh, and the level was completely silent, except every few minutes, at which point an evil laugh would sound.
**
Also, in the first game, save books could can only be used once. They would never reappear. This wasn't isn't normally a problem since you couldn't can't return to previous levels, but the last save point in the game is a few feet in front of a treasure chest containing a few chocolate frogs (this (the game's healing items). And every Every single time you die at the hands of the final boss, you have to open the treasure chest again (which takes about 5 seconds of animation, plus actually collecting the chocolate frogs, which move around randomly).
** Unless
randomly). And unless you go for debug mode, you also have to watch the cutscene before fighting the boss again, which takes 30-40 seconds. The two subsequent ''VideoGame/HarryPotter'' games replenished the saving save books after a short while, and they auto-saved your progress before most battles.
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* ''VideoGame/ShadowComplex'' only has one save file, and it is tied to the Xbox 360 profile, meaning you'll either have to start a game from the beginning from the main menu or make a new Xbox 360 profile to avoid erasing an existing file. The game's ''Remastered'' version, after an update, later averts this by adding ten save slots that can be used, however, player levels bonuses are still carried over.
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-->--''"[[http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey.html The 7 Commandments All Video Games Should Obey]]"'', '''Website/{{Cracked}}'''


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-->--''"[[http://www.-->-- ''[[https://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey.html The "The 7 Commandments All Video Games Should Obey]]"'', Obey"]]'', '''Website/{{Cracked}}'''




On the flipside, an unrestricted ability to save one's game literally ''anywhere'' can (as players using save states on [[UsefulNotes/{{Emulation}} emulators]] can attest to) leave the player stranded in an {{Unwinnable}} condition should they choose to save at the wrong time (...unless you have ''more than one'' savefile)] and placing limits on the player's ability to save can prevent this, making it a double-edged sword. Properly spaced {{Save Point}}s can also serve as useful hints about when the player should save.

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On the flipside, an unrestricted ability to save one's game literally ''anywhere'' can (as players using save states on [[UsefulNotes/{{Emulation}} emulators]] can attest to) leave the player stranded in an {{Unwinnable}} condition should they choose to save at the wrong time (...unless you have ''more than one'' savefile)] savefile) and placing limits on the player's ability to save can prevent this, making it a double-edged sword. Properly spaced {{Save Point}}s can also serve as useful hints about when the player should save.



* ''VideoGame/{{Hitman}}'' series. The first game has no in-mission saves whatsoever. Bad in a shooter, absolutely inexcusable in a stealth game. The other games allow for saving, but they are limited and there's often a catch (the fourth game, for example, allows saves but they are deleted when you quit as they are intended to be on demand {{checkpoint}}s rather than actual saves). One of the biggest differences between the difficulty levels in the later games is the number of saves allowed -- which, at the highest difficulty, is zero (as in ''Silent Assassin'', ''Contracts'' and ''Blood Money''), or one save in a single run (as is with ''Hitman (2016)'' and ''Hitman 2'').

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* ''VideoGame/{{Hitman}}'' ''Franchise/{{Hitman}}'' series. The first game ''VideoGame/HitmanCodename47'' has no in-mission saves whatsoever. Bad in a shooter, absolutely inexcusable in a stealth game. The other Later games allow for saving, but they are limited and there's often a catch (the fourth game, for example, allows saves but they are deleted when you quit as they are intended to be on demand {{checkpoint}}s rather than actual saves). One of the biggest differences between the difficulty levels in the later games is the number of saves allowed -- which, at the highest difficulty, is zero (as in ''Silent Assassin'', ''Contracts'' ''[[VideoGame/Hitman2SilentAssassin Silent Assassin]]'', ''[[VideoGame/HitmanContracts Contracts]]'' and ''Blood Money''), ''[[VideoGame/HitmanBloodMoney Blood Money]]''), or one save in a single run (as is with ''Hitman (2016)'' ''VideoGame/Hitman2016'' and ''Hitman 2'').''VideoGame/Hitman2'').



** ''Absolution'' continues the series' trend, limiting saves to a single checkpoint midway through larger levels - and those available only at lower difficulty levels. The saves are erased if the player exits the level, and seems to keep track solely of the player's position and inventory - any enemies the player has already engaged will respawn when the save is reloaded. Oh, and if you're lucky, the save point ''might'' not be in an insanely out-of-the-way location.

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** ''Absolution'' ''[[VideoGame/HitmanAbsolution Absolution]]'' continues the series' trend, limiting saves to a single checkpoint midway through larger levels - and those available only at lower difficulty levels. The saves are erased if the player exits the level, and seems to keep track solely of the player's position and inventory - any enemies the player has already engaged will respawn when the save is reloaded. Oh, and if you're lucky, the save point ''might'' not be in an insanely out-of-the-way location.
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It's inside the "Not Yet Sorted" folder.



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* ''VideoGame/FarCry'':

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* ''VideoGame/FarCry'':''Franchise/FarCry'':

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