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* ''VideoGame/PokemonSuperMysteryDungeon'' has Progress Devices, which act as an infinite-use SuspendSave as long as you're near where you used it. Progress Devices + even prevent the usual [[BagOfSpilling inventory loss]] upon losing/giving up in a dungeon.
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* ''VideoGame/TombRaiderIII'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu.)
to:
* ''VideoGame/TombRaiderIII'' had collectible blue crystals which saved your game on use in the PS1 [=PS1=] version. (The PC version allowed saving at any point from the menu.)
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New example: Bookmark from Dragon Quest Monsters games
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* In the ''VideoGame/DragonQuestMonsters'' games, you can typically only save in town. Some stores sell a Bookmark that lets you save anywhere and is consumed on use.
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* ''VideoGame/BrokenHelix'', a {{PS1}} game by {{Konami}}, uses Save [=CDs=] items for saving. They're few and far between, scattered in the levels, and only one save is allowed per Save CD before it's consumed.
to:
* ''VideoGame/BrokenHelix'', a {{PS1}} game by {{Konami}}, ''VideoGame/BrokenHelix'' uses Save [=CDs=] items for saving. They're few and far between, scattered in the levels, and only one save is allowed per Save CD before it's consumed.
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* ''OmikronTheNomadSoul'' had special rings you had to find. You could use them either to save or to get a suggestion.
* ''[[Franchise/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
* ''[[Franchise/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
to:
* ''OmikronTheNomadSoul'' ''VideoGame/OmikronTheNomadSoul'' had special rings you had to find. You could use them either to save or to get a suggestion.
* ''[[Franchise/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)suggestion.
* ''[[Franchise/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
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* In the 2nd ''SummonNight: Swordcraft Story'' the "Save Diary" item replaces the suspend save of the first game and allows saving at any point in the game (not just save points) and is used upon a single use. It is cheap and the player can save from fixed save points even without them.
to:
* In the 2nd ''SummonNight: ''VideoGame/SummonNight: Swordcraft Story'' the "Save Diary" item replaces the suspend save of the first game and allows saving at any point in the game (not just save points) and is used upon a single use. It is cheap and the player can save from fixed save points even without them.
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* The PlayStation and PC version of ''Franchise/TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
to:
* The PlayStation and PC version of ''Franchise/TombRaider 3'' ''VideoGame/TombRaiderIII'' had collectible save blue crystals that could be used which saved your game on use in the PS1 version. (The PC version allowed saving at any time point from the inventory.menu.)
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[[folder:Roguelike]]
* ''VideoGame/ChocobosDungeon 2'' has items called Memory Tags, which serve as these while you're in the middle of dungeon-exploring. In the overworld, you have Save Points.
[[/folder]]
* ''VideoGame/ChocobosDungeon 2'' has items called Memory Tags, which serve as these while you're in the middle of dungeon-exploring. In the overworld, you have Save Points.
[[/folder]]
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* In ''[[{{VideoGame/Myst}} Myst V: End of Ages]]'', you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
to:
* In ''[[{{VideoGame/Myst}} Myst V: End of Ages]]'', ''VideoGame/MystVEndOfAges'', you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
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* ''VideoGame/{{Final Fantasy IX}}'' somewhat qualifies at one point. Moogles located at specific locations save the game for you, thus serving as save points. But you are given a special Moogle's Flute item to call for them, if you need your game saved in the Overworld. You get it with no effort just before you go to WorldMap for the first time, never lose it and it costs you nothing to use (except Moogle's patience), but as a matter of fact it's still a kind of a Save Token.
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* ''VideoGame/TalesOfSymphonia'' had some of it [[SavePoint save points]] locked untill activated by a special consumable item which always was, mercifully enough, a drop from one of the enemies in the area. Said items were also interchangeable between different unactive save points.
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Namespace
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* ''VideoGame/{{Final Fantasy VII}}'' mostly uses a SavePoint system instead, but there is a consumable SaveToken in TheVeryDefinitelyFinalDungeon that creates a SavePoint anywhere the player wants.
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens, although there was fortunately {{Suspend Save}}s available if you really needed to quit.
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens, although there was fortunately {{Suspend Save}}s available if you really needed to quit.
to:
*
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* The ''{{VideoGame/X}}-Universe'' series of space sims have autosaving every time the player docks at a [[SavePoint space station]], but if they wish to save while in flight, they need to purchase single-use "Salvage Insurance" contracts, which allow the player to save the game while out in space.
to:
* The ''{{VideoGame/X}}-Universe'' series of space sims have autosaving every time the player docks at a [[SavePoint space station]], but if they wish to save while in flight, they need to purchase single-use "Salvage Insurance" contracts, which allow the player to save the game while out in space. ''Videogame/XRebirth'' does away with the system and allows players to save anywhere at any time.
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first link goes to first game - franchise page covers III
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* ''[[VideoGame/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
to:
* ''[[VideoGame/TombRaider ''[[Franchise/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
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* The PlayStation and PC version of ''TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
to:
* The PlayStation and PC version of ''TombRaider ''Franchise/TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
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Add mention of Final Fantasy VII
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* ''VideoGame/{{Final Fantasy VII}}'' mostly uses a SavePoint system instead, but there is a consumable SaveToken in TheVeryDefinitelyFinalDungeon that creates a SavePoint anywhere the player wants.
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Changed line(s) 37 (click to see context) from:
* The ''{{VideoGame/X}}'' series of space sims have autosaving every time the player docks, but if they wish to save while in flight, they need to purchase single-use "salvage insurance" contracts, which allow the player to save the game while out in space.
to:
* The ''{{VideoGame/X}}'' ''{{VideoGame/X}}-Universe'' series of space sims have autosaving every time the player docks, docks at a [[SavePoint space station]], but if they wish to save while in flight, they need to purchase single-use "salvage insurance" "Salvage Insurance" contracts, which allow the player to save the game while out in space.
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* The fourth ''AloneInTheDark'' game utilized one-time use Save Amulets.
to:
* The fourth ''AloneInTheDark'' game ''Videogame/AloneInTheDarkTheNewNightmare'' utilized one-time use Save Amulets.
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No, that only happens for certain in the fifth game. I know for a fact that the first three definitely don\'t.
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* In the ''{{Myst}}'' games, you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
to:
* In the ''{{Myst}}'' games, ''[[{{VideoGame/Myst}} Myst V: End of Ages]]'', you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
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None
Changed line(s) 13 (click to see context) from:
* ''Broken Helix'', a {{PS1}} game by {{Konami}}, uses Save [=CDs=] items for saving. They're few and far between, scattered in the levels, and only one save is allowed per Save CD before it's consumed.
to:
* ''Broken Helix'', ''VideoGame/BrokenHelix'', a {{PS1}} game by {{Konami}}, uses Save [=CDs=] items for saving. They're few and far between, scattered in the levels, and only one save is allowed per Save CD before it's consumed.
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None
Changed line(s) 18 (click to see context) from:
* ''VideoGame/TombRaiderIII'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
to:
* ''VideoGame/TombRaiderIII'' ''[[VideoGame/TombRaider Tomb Raider III]]'' had collectible blue crystals which saved your game on use in the PS1 version. version. (The PC version allowed saving at any point from the menu)
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* ''VideoGame/TombRaiderIII'' had collectible blue crystals which saved your game on use in the PS1 version. (The PC version allowed saving at any point from the menu)
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Changed line(s) 23,24 (click to see context) from:
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens, although there was fortunately {{SuspendSave}}s available if you really needed to quit.
to:
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens, although there was fortunately {{SuspendSave}}s {{Suspend Save}}s available if you really needed to quit.
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None
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* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveToken. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
to:
* Several games in the ''ResidentEvil'' ''Franchise/ResidentEvil'' franchise have an interesting combination of SavePoint and SaveToken. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
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* In the ''MetalGear'' and ''MetalGearSolid'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
to:
* In the ''MetalGear'' and ''MetalGearSolid'' ''Franchise/MetalGear'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
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* ''BreathOfFireDragonQuarter'' has ultra rare save tokens.
to:
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens.tokens, although there was fortunately {{SuspendSave}}s available if you really needed to quit.
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Since there are two sections, it doesn\'t make sense to move the foldercontrol under just one of them.
[[foldercontrol]]
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[[foldercontrol]]
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[[foldercontrol]]
[[foldercontrol]]
Changed line(s) 44 (click to see context) from:
* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveItem. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
to:
* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveItem.SaveToken. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
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This trope frequently overlaps with other forms of saving, such as SavePoint. Often related to SaveGameLimits. May overlap with JustifiedSavePoint.
to:
This trope frequently overlaps with other forms of saving, such as SavePoint. Often related to SaveGameLimits.a type of {{Save Game Limit|s}}. May overlap with JustifiedSavePoint.
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Duplicate
Deleted line(s) 35,38 (click to see context) :
[[folder:Real Time Strategy]]
* In the ''VideoGame/{{X}}-Universe'' games, you are limited to saving in space stations until you buy Salvage Insurance. Salvage Insurance lets you save anywhere at any time, but each unit of insurance can only be used once - so you need to periodically buy some more. The player is also limited to ten save slots (with 3 autosave slots, made when you dock at stations).
[[/folder]]
* In the ''VideoGame/{{X}}-Universe'' games, you are limited to saving in space stations until you buy Salvage Insurance. Salvage Insurance lets you save anywhere at any time, but each unit of insurance can only be used once - so you need to periodically buy some more. The player is also limited to ten save slots (with 3 autosave slots, made when you dock at stations).
[[/folder]]
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[[folder:Puzzle Games]]
* ''NYET 3: Revenge of the Mutant Stones'', a ''VideoGame/{{Tetris}}'' variant. You start with one free save, but additional saves cost 100 coins (or 250 for a 3-pack), which may be used between the 108 levels. Coins are otherwise spent on other helpful items.
[[/folder]]
* ''NYET 3: Revenge of the Mutant Stones'', a ''VideoGame/{{Tetris}}'' variant. You start with one free save, but additional saves cost 100 coins (or 250 for a 3-pack), which may be used between the 108 levels. Coins are otherwise spent on other helpful items.
[[/folder]]
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[[folder:Action-Adventure]]
* In the first ''{{Maximo}}'', you had to pay 100 coins to use the SavePoint in each HubLevel.
[[/folder]]
* In the first ''{{Maximo}}'', you had to pay 100 coins to use the SavePoint in each HubLevel.
[[/folder]]
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[[folder:Adventure Game]]
* ''OmikronTheNomadSoul'' had special rings you had to find. You could use them either to save or to get a suggestion.
[[/folder]]
* ''OmikronTheNomadSoul'' had special rings you had to find. You could use them either to save or to get a suggestion.
[[/folder]]
Changed line(s) 27,28 (click to see context) from:
[[folder:Simulation Game]]
* The ''{{VideoGame/X}}'' series of space sims have autosaving every time the player docks, but if they wish to save while in flight, they need to purchase single-use "salvage insurance" contracts, which allow the player to save the game while out in space.
* The ''{{VideoGame/X}}'' series of space sims have autosaving every time the player docks, but if they wish to save while in flight, they need to purchase single-use "salvage insurance" contracts, which allow the player to save the game while out in space.
to:
*
Changed line(s) 31,32 (click to see context) from:
[[folder:Strategy RPGs]]
* In the 2nd ''SummonNight: Swordcraft Story'' the "Save Diary" item replaces the suspend save of the first game and allows saving at any point in the game (not just save points) and is used upon a single use. It is cheap and the player can save from fixed save points even without them.
* In the 2nd ''SummonNight: Swordcraft Story'' the "Save Diary" item replaces the suspend save of the first game and allows saving at any point in the game (not just save points) and is used upon a single use. It is cheap and the player can save from fixed save points even without them.
to:
* In the
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[[folder:Survival Horror]]
* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveItem. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
* The fourth ''AloneInTheDark'' game utilized one-time use Save Amulets.
* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveItem. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
* The fourth ''AloneInTheDark'' game utilized one-time use Save Amulets.
to:
*
* The fourth ''AloneInTheDark'' game utilized one-time use Save Amulets.
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[[folder:Third Person Shooter]]
* The PlayStation and PC version of ''TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
* The PlayStation and PC version of ''TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
to:
*
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!!Examples of nonconsumable items:
[[folder:Adventure Game]]
* In the ''{{Myst}}'' games, you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
[[folder:Adventure Game]]
* In the ''{{Myst}}'' games, you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
to:
[[folder:Adventure Game]]
*
* The
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[[folder:Simulation Game]]
* In some ''HarvestMoon'' games you can save from a journal in your inventory.
* In some ''HarvestMoon'' games you can save from a journal in your inventory.
to:
*
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[[folder:Stealth-Based Game]]
* In the ''MetalGear'' and ''MetalGearSolid'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
* In the ''MetalGear'' and ''MetalGearSolid'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
to:
[[folder:Adventure Game]]
* In the
Added DiffLines:
[[folder:Simulation Game]]
* In some ''HarvestMoon'' games you can save from a journal in your inventory.
[[/folder]]
[[folder:Stealth-Based Game]]
* In the ''MetalGear'' and ''MetalGearSolid'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
[[/folder]]
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{{Save Game}}s are mandatory for most modern games, as they've become too long to complete in a single setting. A save token allows the player to save their game, usually whenever and wherever they want to, but with the added restriction that they can only save by using a specific kind of item in their inventory.
to:
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{{Save Game}}s are mandatory for most modern games, as they've become too long to complete in a single setting. A save token allows the player to save their game, usually whenever and wherever they want to, but with the added restriction that they can only save by using a specific kind of item in their inventory.
When the item is consumable, how common this item is can lead to strategy (and frustration) about when and how often to save. In games where they are not available for the player to buy, they may overlap with TooAwesomeToUse.
This trope frequently overlaps with other forms of saving, such as SavePoint. Often related to SaveGameLimits. May overlap with JustifiedSavePoint.
----
[[foldercontrol]]
!!Examples of consumable items:
[[folder:Action Game]]
* ''Broken Helix'', a {{PS1}} game by {{Konami}}, uses Save [=CDs=] items for saving. They're few and far between, scattered in the levels, and only one save is allowed per Save CD before it's consumed.
[[/folder]]
[[folder:Action-Adventure]]
* In the first ''{{Maximo}}'', you had to pay 100 coins to use the SavePoint in each HubLevel.
[[/folder]]
[[folder:Eastern RPGs]]
* ''VideoGame/{{Wild ARMs 3}}'' had Gimel Coins in addition to town-only {{Save Point}}s. Gimel Coins allow you to save anywhere, but were not sold in shops. Whatever you found in chests or from the exceptionally [[RandomlyDrops rare drops]] were all you got for the entire game.
* The original ''VideoGame/{{Final Fantasy|I}}'' had tents, cabins, and houses which, in addition to recovering your HP, also saved your game. The only other save option was to stay at an Inn.
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens.
[[/folder]]
[[folder:Simulation Game]]
* The ''{{VideoGame/X}}'' series of space sims have autosaving every time the player docks, but if they wish to save while in flight, they need to purchase single-use "salvage insurance" contracts, which allow the player to save the game while out in space.
[[/folder]]
[[folder:Strategy RPGs]]
* In the 2nd ''SummonNight: Swordcraft Story'' the "Save Diary" item replaces the suspend save of the first game and allows saving at any point in the game (not just save points) and is used upon a single use. It is cheap and the player can save from fixed save points even without them.
[[/folder]]
[[folder:Survival Horror]]
* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveItem. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
* The fourth ''AloneInTheDark'' game utilized one-time use Save Amulets.
[[/folder]]
[[folder:Third Person Shooter]]
*The PlayStation and PC version of ''TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
[[/folder]]
!!Examples of nonconsumable items:
[[folder:Adventure Game]]
* In the ''{{Myst}}'' games, you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
[[/folder]]
[[folder:Simulation Game]]
* In some ''HarvestMoon'' games you can save from a journal in your inventory.
[[/folder]]
[[folder:Stealth-Based Game]]
* In the ''MetalGear'' and ''MetalGearSolid'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
[[/folder]]
----
When the item is consumable, how common this item is can lead to strategy (and frustration) about when and how often to save. In games where they are not available for the player to buy, they may overlap with TooAwesomeToUse.
This trope frequently overlaps with other forms of saving, such as SavePoint. Often related to SaveGameLimits. May overlap with JustifiedSavePoint.
----
[[foldercontrol]]
!!Examples of consumable items:
[[folder:Action Game]]
* ''Broken Helix'', a {{PS1}} game by {{Konami}}, uses Save [=CDs=] items for saving. They're few and far between, scattered in the levels, and only one save is allowed per Save CD before it's consumed.
[[/folder]]
[[folder:Action-Adventure]]
* In the first ''{{Maximo}}'', you had to pay 100 coins to use the SavePoint in each HubLevel.
[[/folder]]
[[folder:Eastern RPGs]]
* ''VideoGame/{{Wild ARMs 3}}'' had Gimel Coins in addition to town-only {{Save Point}}s. Gimel Coins allow you to save anywhere, but were not sold in shops. Whatever you found in chests or from the exceptionally [[RandomlyDrops rare drops]] were all you got for the entire game.
* The original ''VideoGame/{{Final Fantasy|I}}'' had tents, cabins, and houses which, in addition to recovering your HP, also saved your game. The only other save option was to stay at an Inn.
* ''BreathOfFireDragonQuarter'' has ultra rare save tokens.
[[/folder]]
[[folder:Simulation Game]]
* The ''{{VideoGame/X}}'' series of space sims have autosaving every time the player docks, but if they wish to save while in flight, they need to purchase single-use "salvage insurance" contracts, which allow the player to save the game while out in space.
[[/folder]]
[[folder:Strategy RPGs]]
* In the 2nd ''SummonNight: Swordcraft Story'' the "Save Diary" item replaces the suspend save of the first game and allows saving at any point in the game (not just save points) and is used upon a single use. It is cheap and the player can save from fixed save points even without them.
[[/folder]]
[[folder:Survival Horror]]
* Several games in the ''ResidentEvil'' franchise have an interesting combination of SavePoint and SaveItem. You could only save the game at a typewriter, but you needed a consumable Ink Ribbon to do so. These ribbons were often few and far between.
* The fourth ''AloneInTheDark'' game utilized one-time use Save Amulets.
[[/folder]]
[[folder:Third Person Shooter]]
*The PlayStation and PC version of ''TombRaider 3'' had collectible save crystals that could be used at any time from the inventory.
[[/folder]]
!!Examples of nonconsumable items:
[[folder:Adventure Game]]
* In the ''{{Myst}}'' games, you can create a save at any time by taking a photograph with the camera in your inventory. The picture is stored in your journal and you go to it by opening said journal and clicking on the image. This does mean that you save any time you take a photo for another reason, but there isn't a limit.
[[/folder]]
[[folder:Simulation Game]]
* In some ''HarvestMoon'' games you can save from a journal in your inventory.
[[/folder]]
[[folder:Stealth-Based Game]]
* In the ''MetalGear'' and ''MetalGearSolid'' games you saved by using your codec/radio/etc to call a "data analyst" and having them save your game for you.
[[/folder]]
----