History Main / SuspendSave

22nd Apr '16 3:53:18 AM Diask
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* Some ''Franchise/{{Castlevania}}'' games, including both ''VideoGame/CastlevaniaChroniclesOfSorrow'' games and ''VideoGame/CastlevaniaPortraitOfRuin'', include a suspend save feature. This also resets the enemies in an area when you restart, which in ''Portrait'' helps getting {{Randomly Drop|s}}ped items in the BonusDungeon, as that area doesn't allow {{Backtracking}}.

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* Some ''Franchise/{{Castlevania}}'' games, including both ''VideoGame/CastlevaniaChroniclesOfSorrow'' games and ''VideoGame/CastlevaniaPortraitOfRuin'', include a suspend save feature. This also resets the enemies in an area when you restart, which in ''Portrait'' helps getting {{Randomly Drop|s}}ped items {{random drops}} in the BonusDungeon, as that area doesn't allow {{Backtracking}}.



* ''VideoGame/FTLFasterThanLight'' includes a save & quit feature, which has the further limitation of not being usable during a battle.



* ''MarioGolf'' allowed a suspend save at any time, which could only be used once. The main game data was only saved upon finishing a course or minigame.

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* ''MarioGolf'' ''VideoGame/MarioGolf'' allowed a suspend save at any time, which could only be used once. The main game data was only saved upon finishing a course or minigame.



* ''ShiningForce: Resurrection of the Dark Dragon'' allows you to quick-save during a battle.
* This was added to ''VideoGame/FireEmblem'' when the series moved to the Gameboy Advance. For those three games only, the game updated the one quicksave any time you did ''anything'' of note, which was both very convenient and almost impervious to SaveScumming. ''[[VideoGame/FireEmblemShadowDragon Shadow Dragon]]'' has a variant with mid-chapter save points that can be reloaded indefinitely (but they can only be used once before disappearing). Suspend Saves can also be used at any time in [[VideoGame/FireEmblemTellius Radiant Dawn]] in the hardest difficulty (on lower difficulties, they're just normal saves).

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* ''ShiningForce: ''VideoGame/ShiningForce: Resurrection of the Dark Dragon'' allows you to quick-save during a battle.
* This was added to ''VideoGame/FireEmblem'' introduced suspend saves when the series moved to the Gameboy Advance. For those three games only, the game updated the one quicksave any time you did ''anything'' of note, which was both very convenient and almost impervious to SaveScumming. ''[[VideoGame/FireEmblemShadowDragon Shadow Dragon]]'' has a variant with mid-chapter save points that can be reloaded indefinitely (but they can only be used once before disappearing). Suspend Saves can also be used at any time in [[VideoGame/FireEmblemTellius Radiant Dawn]] in the hardest difficulty (on lower difficulties, they're just normal saves).



* VirtualConsole for {{Wii}} can suspend some games. It can suspend UsefulNotes/{{NES}} and UsefulNotes/{{SNES}} games, but not [[UsefulNotes/{{Nintendo64}} N64]] games. This feature is less than the save states in other [[UsefulNotes/{{Emulation}} emulators]], because it prevents SaveScumming.

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* VirtualConsole for {{Wii}} can suspend some games. It can suspend UsefulNotes/{{NES}} and UsefulNotes/{{SNES}} games, but not [[UsefulNotes/{{Nintendo64}} N64]] games. This feature is less than the save states in other [[UsefulNotes/{{Emulation}} emulators]], UsefulNotes/{{emulat|ion}}ors, because it prevents SaveScumming.
9th Mar '16 12:13:25 PM Soldancer
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* ''VideoGame/EtrianOdyssey'': The Millennium Girl features this as the only way to save while in a dungeon. The player can hard-save in town, but can only use the suspended save while exploring.


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* The story mode for ''VideoGame/DragonFinSoup'' allows traditional saves that can be performed and loaded at whim, unless [[FinalDeath playing on Hardcore]]. But the other two modes more closely emulate the classic {{Roguelike}} structure, and thus only allow suspended saves.


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* ''VideoGame/LuminousArc2'' features an interesting version. The game allows a single save slot during battles, and it can be saved and reloaded at whim. At first, this would appear to allow SaveScumming, but only to a certain extent: hit percentage outcomes are determined by the {{RNG}} prior to the player even taking a turn, so if a given character misses a target, reloading the same turn will result in that character ''always'' missing that target. The player can still decide to take actions based on the results of that turn, though - but [[BoringButPractical only if the player saves before every single turn]].
* ''VideoGame/XCOMEnemyUnknown'' has this feature enabled in certain difficulties. In Ironman mode, the game deletes the old and creates a new suspend save whenever you take an action as well as when you quit the game.
12th Nov '15 1:27:15 PM technickal
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* VirtualConsole for {{Wii}} can suspend some games. It can suspend UsefulNotes/{{NES}} and UsefulNotes/{{SNES}} games, but not [[UsefulNotes/Nintendo64 N64]] games. This feature is less than the save states in other [[UsefulNotes/{{Emulation}} emulators]], because it prevents SaveScumming.

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* VirtualConsole for {{Wii}} can suspend some games. It can suspend UsefulNotes/{{NES}} and UsefulNotes/{{SNES}} games, but not [[UsefulNotes/Nintendo64 [[UsefulNotes/{{Nintendo64}} N64]] games. This feature is less than the save states in other [[UsefulNotes/{{Emulation}} emulators]], because it prevents SaveScumming.
12th Nov '15 1:26:22 PM technickal
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* VirtualConsole for {{Wii}} can suspend some games. It can suspend SNES games, but not N64 games. This feature is less than the save states in other [[UsefulNotes/{{Emulation}} emulators]], because it prevents SaveScumming.

to:

* VirtualConsole for {{Wii}} can suspend some games. It can suspend SNES UsefulNotes/{{NES}} and UsefulNotes/{{SNES}} games, but not N64 [[UsefulNotes/Nintendo64 N64]] games. This feature is less than the save states in other [[UsefulNotes/{{Emulation}} emulators]], because it prevents SaveScumming.
12th Nov '15 1:25:31 PM technickal
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* This feature was added to the American release of ''VideoGame/TheLegendOfZeldaMajorasMask''. If the player doesn't want to go through the entire three-day timeline in one sitting, they have the option of saving and exiting at an owl statue, to resume later. The only way to save one's progress in the game permanently is to go back in time to the beginning of the GroundhogDayLoop. This was changed in the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]] to make the owl statues permanent {{Save Point}}s, and the only way to save the game.

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* This feature was added to the American release and PAL releases of ''VideoGame/TheLegendOfZeldaMajorasMask''. If the player doesn't want to go through the entire three-day timeline in one sitting, they have the option of saving and exiting at an owl statue, to resume later. The only way to save one's progress in the game permanently is to go back in time to the beginning of the GroundhogDayLoop. This was changed in the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]] to make the owl statues permanent {{Save Point}}s, and the only way to save the game.
29th Oct '15 10:58:34 AM HeraldAlberich
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* Reloading a quick save deletes the save file - they are single use only.

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* Reloading a quick save deletes the save file - they file--they are single use only.



* This feature was added to the American release of ''VideoGame/TheLegendOfZeldaMajorasMask''. If the player doesn't want to go through the entire three-day timeline in one sitting, they have the option of saving and exiting at an owl statue, to resume later. The only way to save one's progress in the game permanently is to go back in time to the beginning of the GroundhogDayLoop.

to:

* This feature was added to the American release of ''VideoGame/TheLegendOfZeldaMajorasMask''. If the player doesn't want to go through the entire three-day timeline in one sitting, they have the option of saving and exiting at an owl statue, to resume later. The only way to save one's progress in the game permanently is to go back in time to the beginning of the GroundhogDayLoop. This was changed in the [[UsefulNotes/Nintendo3DS 3DS]] [[VideoGameRemake remake]] to make the owl statues permanent {{Save Point}}s, and the only way to save the game.
18th Aug '15 8:06:12 PM nombretomado
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* VirtualConsole for {{Wii}} can suspend some games. It can suspend SNES games, but not N64 games. This feature is less than the save states in other [[{{Emulation}} emulators]], because it prevents SaveScumming.

to:

* VirtualConsole for {{Wii}} can suspend some games. It can suspend SNES games, but not N64 games. This feature is less than the save states in other [[{{Emulation}} [[UsefulNotes/{{Emulation}} emulators]], because it prevents SaveScumming.
6th Aug '15 6:18:25 AM Prfnoff
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* ''DragonQuest''/''DragonWarrior'' games also use this when you're in the field, you can only save properly in towns.
* In ''{{Nostalgia}}'', you can chose to quick save. Then you are asked to turn the system off, and it deletes the save when you choose "Continue" instead of "Load".

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* ''DragonQuest''/''DragonWarrior'' ''Franchise/DragonQuest'' games also use this when you're in the field, field; you can only save properly in towns.
* In ''{{Nostalgia}}'', ''VideoGame/{{Nostalgia}}'', you can chose to quick save. Then you are asked to turn the system off, and it deletes the save when you choose "Continue" instead of "Load".



* ResonanceOfFate. Places to save properly are rare, but this and the ability to retry battles for a nominal fee prevent that from being too much of a problem.

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* ResonanceOfFate.''VideoGame/ResonanceOfFate''. Places to save properly are rare, but this and the ability to retry battles for a nominal fee prevent that from being too much of a problem.
14th May '15 3:25:19 AM Stealth
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* Implemented in many of Creator/{{Koei}}'s ''Warriors'' type games. While many stages could be relatively short, with playtimes between 10 and 20 minutes, many others could be grueling slugfests, especially in big, complicated battles or some of the bonus levels. Time limits of up to 90 minutes were not unheard of. To avoid players being caught in the middle of a battle then needing to stop playing for some reason and risk losing all their work (especially for some of the harder bonus objectives required to unlock all manner of {{Infinity Plus One Sword}}s), Koei added the Interim Save feature.



* Implemented in many of Creator/{{Koei}}'s ''Warriors'' type games. While many stages could be relatively short, with playtimes between 10 and 20 minutes, many others could be grueling slugfests, especially in big, complicated battles or some of the bonus levels. Time limits of up to 90 minutes were not unheard of. To avoid players being caught in the middle of a battle then needing to stop playing for some reason and risk losing all their work (especially for some bonus objectives), Koei implemented the Interim Save feature.
11th May '15 8:03:50 PM Stealth
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Added DiffLines:

* Implemented in many of Creator/{{Koei}}'s ''Warriors'' type games. While many stages could be relatively short, with playtimes between 10 and 20 minutes, many others could be grueling slugfests, especially in big, complicated battles or some of the bonus levels. Time limits of up to 90 minutes were not unheard of. To avoid players being caught in the middle of a battle then needing to stop playing for some reason and risk losing all their work (especially for some bonus objectives), Koei implemented the Interim Save feature.
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