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- Indiana Jones and the Fate of Atlantis action game fully expects and requires you to do this. The manual mentions that the roulette tables in Monte Carlo are rigged, and hints that you need to do something to "beat the system". The solution is that for some reason the tables always go for the same numbers. Save, try betting at a table, reload, and then bet on whatever number came up on that previous attempt.
- A similar (optional) puzzle requires the player to save and reload when playing as Sophia in order to emulate her psychic powers: guess the answer, be told the correct one and then load.
- Sierra's classic adventure games seem to have been designed with this practice in mind. Their manuals actually encouraged this behavior by telling players up front, "Save early, save often, and don't overwrite your saves.":
- Wandering opponents, monsters, zombies, etc. could appear in two or three set unique locations in King's Quest I (but not in any other Sierra game), requiring the player to evade them using the same keyboard controls used for normal exploration. This is trivial if you keep to the edge of the screen. On the other hand, Quest for Glory has actual wandering monsters, but allows the player to fight back.
- In Codename: ICEMAN, attempting to reload a save during an entirely Luck-Based Mission of a dice game will cause the person you're playing against to accuse you of cheating and refuse to play with you.
- This is basically the standard approach to the blackjack game in Leisure Suit Larry, which is necessary to accumulate sufficient finances but is a Luck-Based Mission. Same with the slots-o-death machine in Space Quest I: The Sarien Encounter
- Space Quest II: Vohaul's Revenge assumes you're already doing this. If you use a lighter in one of the bathrooms and cause an explosion, the message will end with "Since you're dead you'd best get to restoring."
- Parodied in The Secret of Monkey Island. There's a bit where if you walk too close to a cliff you fall, and a Sierra-style save/load screen appears. The main character then rebounds back onto the cliff with two words of explanation: "Rubber tree."
- Lampshaded in Strong Bad's Cool Game for Attractive People: 8-Bit Is Enough. If Strong Bad is attacked by the scorpion monster in the Peasant's Quest realm, the game presents a Sierra-style game over screen, while Strong Bad simply picks himself up off the ground and remarks about how he "never reads those things".
- This was deliberately parodied in Infocom's Planetfall; whenever you saved the game with your robot sidekick Floyd around, he would ask "Oh boy! Are we going to try something dangerous now?"
- Zork required this as the two fights in-game (the thief and the troll) were LuckBasedMissions, and a revive made the game Unwinnable by Design. There is a case of Good Bad Bugs where careful use of save scum and a "do it again" shortcut can make the thief fight far easier then it should be, and it is necessary for a speed run.
- Life Is Strange is an in-universe example of this. Max can rewind time which enables you to choose different outcomes and is even needed for some puzzles.
First Person Shooter
- The Civilization II manual actually recommends save scumming before entering the villages that provide random bonuses (and sometimes unleash barbarian hordes).
- Lampshaded in the instruction manual of Rome: Total War, which mentions returning to an earlier save when something goes wrong, "not that you'd ever do that, of course". Incidentally, it comes with a form of the aforementioned RNG saving, with the interesting twist that occasionally, you actually end up getting worse results when you reload.
- Eador builds this into the story and mechanics: your character can reverse time, returning to the previous turn or undoing his entire attempt to conquer the current shard, for minor penalties. Interestingly, the game autosaves, so it's impossible to save scum normally without copying and pasting save folders from outside the game.
- In Little Big Planet 3, the creator popit powerup allows you to pause and rewind your game progress, each savepoint is created when you close your popit. Although you cannot save your game this way, it's more than enough to wrap reality and undo failures before you take damage.
- In Mario Must Die 3, Mario's use of savestates rips a hole in space-time that can only be fixed by playing the whole trilogy without savestates.
- Hack 'N' Slash actually encourages this. It's justified in-game by the protagonist being given a magical amulet that enables her to travel through time, though it doesn't really need much justification given the theme of the game. In addition to being able to load old saves (which are automatically created every time a new area is entered or re-entered) the interface even keeps track of which saves came from which, enabling the player to view the branching "timelines". After experimenting a lot, this interface can quickly become cluttered.
Real Time Strategy
- Lampshaded in the ending of Perimeter, when The Infernals inform the player that their Evil Plan required the participation of an extra-dimensional being with the ability to travel back in time at will in order to correct his or her past mistakes.
- In Warcraft, Nozdormu is the leader of the Bronze Dragonflight, responsible for overseeing time. Fighting him is a bit futile, since if even if you win against the titanic superpowerful dragon he'll just rewind time and fight you again, this time knowing exactly what you're going to do.
- In World of Warcraft: Cataclysm you get to use the same tactic against his Evil Twin Murozond in a dungeon. You get an hourglass with 5 charges, that reset everyone and everything's status in the fight... except the damage done so far to Murozond.
- While save scumming does help tremendously with Paradox Games' recent historical simulations, Crusader Kings and Europa Universalis, you're practically barred from doing so if you want to win any achievements.
- The sole control scheme for Save Scummer, a game that is essentially about playing a roguelike. The only moves are backwards in time and forwards in time, with the RNG resetting to let the player influence the choice that the randomly rolled character randomly makes at each moment in time. Beat it, and the player character gets berated for save scumming on the in-game internet.
- There are incredibly rare alternate color palettes of all or most Pokémon called shinies. Some people use Save Scumming on the starter Pokemon or legendary Pokemon to get shiny versions of them. This is one of the most time consuming save scumming schemes out there because it may take thousands of tries to get a shiny. Legendary Pokemon cannot be shiny hunted in any other way, but starter Pokemon can be bred just (like most other non-legendary Pokemon) for a much higher chance that it's shiny while also getting better stats if you use the right technique.
- Most people save in front of legendary Pokemon so they can try again if they KO it accidentally or if they run out of Pokeballs.
- If you save in front of a difficult battle (Gym Leader or Pokemon League), you can save scum to prevent losing money.
- BioWare is generally friendly towards this strategy:
- The only reason no one calls out the NPCs that blatantly cheat at pazaak in Knights of the Old Republic is the fact most players are save scumming when they lose a game.
- In Jade Empire, there is an NPC that you can gamble with. If you reload too many times to win against him, he will eventually explode into bloody chunks.
- In Dragon Age: Inquisition, Cole has the ability to "make someone forget", and he uses it to get a second try at a conversation if he messes up or makes someone upset.
- Even their MMO, Star Wars: The Old Republic has a form of this. In the middle of a conversation, hitting ESC aborts it and allows you to do it over again. This is useful for testing companion responses or if the dialogue's printed option doesn't match what the character actually says (a neutral-appearing response option generating an unexpectedly rude response, for example).
- In Nightmare of Druaga, the save file is marked "Do Not Copy." And if you close the game by any means other than a save and quit, it subjects you to a rant about mucking with the flow of time, and if you answer even ONE question the wrong way, it inflicts you with the death penalty. and the rant gets longer each time, with new questions. Heaven help you if the power goes out while playing.
- Baldur's Gate:
- In the sequel, Shadows of Amn, most of the characters were too high-level to be rolling HP for much longer, and non-player-generated characters had predetermined results for when they did roll.
- Spoofed in Baldur's Gate: Throne of Bhaal: a party of "noobs" assaults your group while flinging insults, resulting in their complete extermination. After a fake "reload" screen, the same party of adventurers encounters you again, greets you nicely and walks away.
- The Baldur's Gate engine does at least warn you — one of the hints on the ever-present loading screens is, "Hit Q to quicksave the game. Do this often."
- Fallout 2 has the above quote, and the description of the player's ear bitten off by The Masticator adds, "If you're reading this, you're probably reloading your last save."
- Also, in one secret encounter, the log displays the player character thinking "…I should save my game in a brand new slot."
- In Fallout: New Vegas, save scumming is possible to win big at the casino games, but there are two catches. Firstly, each casino has a limit on how much you can win before they either ban you from gambling or straight up kick you out. Secondly, reloading a save from within a casino starts a countdown on all gambling games (slots, blackjack, and roulette). You can't gamble until one minute after loading the save. Obviously, Obsidian was one step ahead of us.
- Final Fantasy: Crystal Chronicles: Ring of Fates. When you beat the final boss, he will try to go to another reality to defeat you, but gets trapped in a stable time loop. He's stuck Save Scumming the rest of his life! Fridge Horror: YIKES.
- Photoshop Flowey deliberately does this to kill the main character. There would later be intervening forces that stop him.
- Generally speaking, this is deconstructed for the player side, even when you reset the world, two of the characters would still remember your deeds, and should you complete a Genocide Run, your subsequent playthroughs would be permanently tainted and cannot be undone.
- One character, Sans, knows that the player can do this, so his goal isn't to beat you. His goal is to make things so absurdly frustrating that you give up entirely.
- In Lost Dimension, while the game saves automatically when proceeding to Judgement or if using Deep Vision, this can be used as a strategy to always select the traitor (one of the game's primary mechanics) if you save a backup using PlayStation Plus or if you use a USB device.
- In Disgaea, you can steal items and weapons from enemies using hand items. Most items come in three rarity types, Common, Rare and Legendary. The rarity of the enemy items is randomized, so players save-scum to get Legendary items, especially the Rank 40 Weapons from Item Gods
- The Elder Scrolls series has the in-universe concept of "CHIM", essentially an ascended state where one becomes aware of the nature of Anu's Dream but exists as one with it and maintains a sense of individuality. Dunmeri Tribunal deity Vivec claims to have achieved this state, and (cryptically and metaphorically) explains in his Morrowind dialogue and his 36 Lessons series what this means - essentially, his "godhood" comes from realizing that he is in a video game and uses that knowledge to edit the situation around him. He makes vague references to things like the Player Character ("The ruling king who only he can address as an equal"), pausing the game, console commands, and the Construction Set Level Editor. His explanation on what happens if he should "die" also sounds, in line with this trope, a lot like reloading a saved game:
Vivec: "When I die in the world of time, then I'm completely asleep. I'm very much aware that all I have to do is choose to wake. And I'm alive again. Many times I have very deliberately tried to wait patiently, a very long, long time before choosing to wake up. And no matter how long it feels like I wait, it always appears, when I wake up, that no time has passed at all."
- Xenoblade series:
- The first game practically doesn't even give you a choice when it comes to getting the Advanced Art Books needed to fully level up your characters' skills. They can only be obtained from boss-level monsters that are all level seventy or higher, and some of them have very difficult spawn conditions. And just to add insult to injury, some of these Art Books have a drop rate of less than one percent. So your choices for getting these books are to either go through the pains to repeatedly respawn these boss-level enemies, then fight them and beat them, and then rinse and repeat until you get the item, or just spawn and beat them once, save, and then open the chest that they drop. Since the contents of the chest aren't determined until after you open them, you can just keep reloading your save until you get the item you want.
- The first game has side quests with multiple outcomes. Not only are there different rewards depending on the outcome, the outcome will have some effect on NP Cs' relationships on the Affinity Chart. The general rule is the better the outcome, the better the reward. However, some of the outcomes are collectible item-based and if you already have all the needed collectibles for the bad option, the game immediately locks you on the path for it without really giving you a choice. Save Scumming is necessary if you're already set for the bad outcome, as you'll know which items to dump from your inventory to prevent a damaged relationship before trying again. A notable example of this happening is the side quest "Ingredients for a Brew", where the ingredients for the bad option are an incredibly common item from an early game area in comparison to the ingredients for the good option.note
- In Xenoblade Chronicles X, the player is only given one save file per account. Like the first game, a good number of the side quests have multiple outcomes depending on your choices (and some of them affect connected future side quests). The rewards stay the same regardless of outcome this time, but unless you know ahead of time, you're not going to get the favorable outcome on the first attempt every time. If the "bad choice" doesn't lead to damaged NPC relationships, it usually leads to one or more friendly NPCs getting killed.
- Xenoblade Chronicles 2 also only has one save file per account. However, this is averted with awakening Blades. With the exception of the first Core Crystal given to you, the game auto-saves every time you awaken a Blade. This is to prevent players from unlocking all the Rare Blades without using up many Core Crystals, as Rare Blades have a slight chance of being awakened even from Common Core Crystals.
- The Eye of the Beholder games can easily be abused through save scumming, beyond just resetting an encounter that went badly.
- First, since it is a game based on Dungeons & Dragons, gaining a level bring a random amount of Hit Points. By keeping a close eye on the characters' experience score, you can save right before a fight that will bring enough XP to level up; if the HP "roll" is not high enough, you can reload and retry until getting the maximum.
- This can also be used to identify unknown magic items. You can taste a potion or fire a charge from a wand to see what it does, and then (especially if a potion proves to be Poison) reload the game, thus not having wasted a dose or wand charge.
- The Harvest Moon team has been aware of this for some time, though. As early as Back to Nature, one of the sins you could confess to the local priest was "I reset the game to win at a festival."
- In Animal Crossing, you can reset the game to get back any items you lost or reset anything bad that happened or to get more items, however, this will prompt a mole named Mr. Resetti to angrily scold you the next time you load. The more times you do this, the longer his rants get.
- Many Kairosoft games allow you to do this to a certain extent. You're typically only allowed one save a game, but your manual saves are never overwritten automatically. This is particularly useful in Pocket Stables, where you can just reload your last save to change your horse's position or raise them differently from the start of the day to change your odds in winning a race.
- The Makin' Magic expansion pack for the The Sims 1 would save your game after casting a spell that would turn a child into an adult, or a pet into a Sim. A savvy player could backup the save file manually however if they wanted to avert this.
- Hamtaro: Ham-Ham Games, like the other Hamtaro licensed games, has no manual save function and autosaves when moving between from one area to another. In case you still try Save Scumming your way to victory by restarting in the middle of an event, the game starts up immediately after the event and declares you the loser, regardless of how you were actually doing in the event itself.
- Possible in Postal 2; however, abuse will lead to the Postal Dude berating the player with lines such as "My grandmother could beat the game if she saved as much as you do."
- Sniper Elite III: The loading screens give gameplay hints. Some of these tell you to save frequently.
Save often. You never know when a firefight will break out.Elite snipers do not rely on checkpoints.
- Abused as a highly-popular strategy among seasoned veterans of the XCOM series. Because a single, sometimes seemingly insignificant unit placement mistake or missed shot can cause someone to have their face melted off with alien plasma weapons at best or a ruined campaign state at worst, it would be wise to make and keep many, many saves as the player progresses through the missions in case something goes wrong.
- XCOM: Enemy Unknown has the ironically named "Save Scum" option in the Second Wave difficulty modifiers, which resets the random number seed every time you load a game so your actions play out differently and save scumming no longer becomes a viable strategy. However while this was optional in Enemy Unknown/Within, XCOM 2 has this by default and it can't be disabled.
- This style of play is seen as an inherent part of the Fire Emblem series. Until New Mystery of the Emblem introduced "Casual Mode"note , every installment had players dealing with Final Death at every difficulty level. Any character that falls in battle is unable to be used again and is even removed from the game entirely depending on their plot importance. As a result, most players quickly restart whenever someone is killed to prevent their death.
- In Fate/stay night, the Tiger Dojo exists to Lampshade and excuse it with a wink.
- Nine Hours, Nine Persons, Nine Doors has this in universe. The player's ability to restart after obtaining a bad ending, while retaining information obtained in said ending, is an early indicator that young Akane (the true player character) is doing this with Junpei.
- Its sequel, Virtue's Last Reward takes this up a notch, with information from different routes eventually becoming vital to progress down others. The player loading from different points in the story is illustrated as Sigma traveling to different timelines, taking some already known information with him. And he's not the only one who can do that.
- As per series tradition, Zero Time Dilemma mandates this, using perceived "bad ends" to unlock continuations past certain plot endings in other routes. Some minigames are randomized, forcing the player to retry until they get the outcome needed to proceed. Just like in Virtue's Last Reward, the act of reloading is the cast utilizing their ability to Shift, swapping their selves to another timeline and carrying the knowledge with them.
- In Her Tears Were My Light, the player character Time can "warp" to any moment she has already experienced (either the start of the game or a save point) while retaining her memories. The player is required to do this repeatedly to make progress.
- New Danganronpa V 3 also applied to this when the player, playing Shuichi Saihara as the player character, gained a "Bad Ending" at the game's climax. Then the game pops a normal "Save Screen" in which the player must select the "Don't Save", the save screen flashes many times. Afterwards, the player has to press "Save" once more and the game over screen takes the Continue Your Mission, Dammit!. It was revealed to be as a code to unlock the True Ending of the game as a new character will be played as the player character; which is Ki-Bo.
- Angels With Scaly Wings features this in an especially unusual in-universe sense: each new game after the first one ends is you jumping into a new Alternate Universe timeline, since the way to stop a double The End of the World as We Know It—i.e., to get the Golden Ending—can only be obtained through clues gotten in multiple endings, and your foreknowledge from previous attempts allows you to change and prevent certain things. Actively defied at one point, though, where the save system refuses to let you reload if you screw up.
- Doki Doki Literature Club! encourages the use of this, with Monika giving a fourth-wall-breaking tip on "saving and loading at important decisions". However, this begins to fall apart when the game starts corrupting and erasing the player's save data, with a few instances having the save/load function outright fail to work. However, the Golden Ending is awarded to players who save scum enough to unlock all the CGs while the function is still intact.
Non-Video Game Examples
Anime and Manga
- In Puella Magi Madoka Magica, Homura can use her time manipulation powers to this effect. Specifically, she's been using them in hopes of finding the "perfect sequence" that will keep Madoka from making the Deal with the Devil to turn her into a Magical Girl, with all the horrible things that implies in this world. Since Gen Urobuchi, the series's script writer got his start making Visual Novels, this is probably a subtle nod to the practice.
- Not to mention that slowing and stopping time is a favorite trick of Tool-Assisted Speedrunners, with the same weaknesses inherent in the ability. Too bad Homura only has one save state...
- In Naruto, Izanagi effectively works this way (at the cost of eye-sight). When an undesired result occurred, reality resets back to before that result so the person initiating Izanagi can change the course of events and have things go how they want.
- Gaku starts doing this in Chapter 11 of Murasakiiro no Qualia. By using her phone to link up with herself in other quantum realities, she can find out any possible outcome of any choice, and ultimately pick the best one. Even better(?), when one of her alternate lives ends, she gets all of its memories, meaning that as a 15 year old girl who has never lifted a gun, she is an expert marksman, and has multiple college degrees.
- In A Certain Magical Index, Touma Kamijou uses a form of this in NT Vol 9. Othinus can't afford for him to die, but wants to break his will, so she kills him and brings him back over and over again. After over 10,000 sessions, she is shocked to find that not only is he not insane or traumatized, he has memorized her attack patterns and can now effortlessly evade her attacks despite remaining physically inferior to her in every way.
- In UQ Holder!, this is Kirie's form of immortality: she can set a "save point", and if she dies, she returns to that point in time. She can use this to dodge the attacks of far more powerful opponents by repeatedly dying to them and learning how they fight.
- Dragon Ball Z: Whis can do this by reversing time by up to three minutes, although considering he is effectively the strongest character in the setting, it's more often done to correct the mistakes of others rather than his own.
- Natsuki Subaru from Re:Zero has the ability that he calls "Return by Death" which allows him to go back in time to a "save point" when he dies, with only himself remembering what happened.
- Juni Taisen: Zodiac War: Rat's special ability allows him to experience 100 outcomes at once, selecting one that becomes reality while erasing the others. In most cases, the differences are so minute that it doesn't matter and some outcomes are unavoidable no matter what he tries. This includes him failing to ask a girl out 100 different ways, and being unable to avoid participating in the Juni Taisen no matter what he tried. Because it requires him to experience all 100 realities before selecting one, his power takes an enormous physical and mental toll on him. The 99 realities he rejects leave behind echoes that cause other people to wonder Have We Met?.
- Tends to pop out in Paperinik New Adventures: time travelers can use their chronosails to travel back in time after getting a result they don't like (they tend to do it only on small scale due them being Genre Savvy about the Butterfly Effect). Specific instances are:
- in "The Wind of Time" the Raider, after getting his ass kicked by Paperinik, travels in time and has Paperinik's ambush sprung by Angus and the police, forcing him to run and let him steal what he wanted. Upon learning of this, Paperinik complains that the Raider is practically undefeatable, and he's arrested by the Time Police only after he's lured in the one moment he can't time travel his way out of trouble;
- in a short story Trip, the son of the Raider, pulls this to perform the decisive save in an hockey match. Then he decides to do it again with his eyes closed, only for the Raider (who was watching the match) to alter probability and have him lose, teaching him to not cheat at sports;
- in "Nothing Personal" Odin Eidolon performs a variant: to prevent the Bad Future that happened after the Raider's death and Trip becoming the Griffin and causing the Bad Future, he kidnapped Trip from slightly before the mission in which the Raider's died, causing the Raider to abort the mission and learn what would happen. After returning to the future with Trip, the Raider implies having performed another save scum to still perform the mission without Paperinik getting involved or him dying.
- Can happen in RPG-Mechanics Verse-based works, where the characters are aware that this is an option. Often provided by a Sudden Game Interface.
- In Harry Potter and the Munchkins, Harry's Chosen One status manifests as him being the only empowered protagonist alive, meaning he has Mental Time Travel abilities. He can load anytime, anywhere, but owls are his justfied save points. He spends months and years worth of virtual time on getting certain things 'just right.'
- Romilda Vane utilizes her Mental Time Travel powers this way in A Question of When, spending countless lifetimes trying to figure out the best way to convince Harry Potter that they would be perfect together.
- In Tabula Avatar, the hero of Baldur's Gate unknowingly describes what it feels like to be loaded from a previous save.
Sorkatani: Sometimes I dream of dying. Those dreams make no sense at the time but later I will find myself in a situation that I recognize. I make sure that I do not do what I did in the dream, and I live. It scared me at first but now those prophetic dreams are almost a comfort.
- In Rise From Ash, Loki discovers that the timeless Void Space he fell into at the end of the first movie makes an inadvertent Save Point. This comes in handy when the universe is destroyed shortly after, and he makes use of Save Scumming as he tries to find a sequence of events to avert the apocalypse.
- The movie Next essentially featured a character capable of doing this in real life. Being able to see two minutes into your future has its perks...
- It seems like Men in Black 3 has Agent J use this, but a close eye or repeated watchings will show you that the pattern changed between attempts. You have to remember, Boris got to time jump too.
- In the film Source Code, the protagonist experiences (via simulation) the last 8 minutes in the life of a schoolteacher who is doomed to die in an explosion on a commuter train. However, when he dies, he gets restarted at the start of those 8 minutes. So, basically, his mission is to savescum to find out who blew up the train. Notably, he does not have an infinite number of retries, as time advances normally outside the simulation.
- The Time Machine (2002) uses this as a focal point of the plot. The Protagonist invents a time machine specifically to try to prevent a past tragedy. We see him failing to prevent that event every time he travels back in time. It is implied he has tried many more times than the audience has seen.
- In X-Men: Days of Future Past, this is essentially how the X-Men in the Bad Future stay ahead of the Sentinels for so long; every time they are about to be wiped out, Kitty sends one of them (usually Bishop) a few days into the past to alert them and avoid the situation that led to them being trapped in the first place.
- The primary premise of Edge of Tomorrow. William Cage hijacks the Mimic's ability to start a day over, which means every time he dies he ends up at the beginning of the loop. With a little prompting from another character who went through the same thing, he uses this ability to gain months or years worth of combat experience in seemingly no time at all. At the end of the film, Cage hijacks the aliens a second time by killing the Omega Mimic, which results in all the aliens dying before the human counter-attack even happens.
- The short film One-Minute Time Machine is all about a guy repeatedly skipping back in time to have another try at chatting up a girl.
- Groundhog Day is based on this premise - the protagonist can do whatever he likes, because everything is back to normal each morning in his endlessly-repeating February 2nd.
- Doctor Strange (2016) features the Eye of Agamotto as an artifact of powerful time-related magic. Under most circumstances, it can shift the user through time in the dimension it's in. The good doctor defeats Dormammu by casting a spell that brings a limited amount of time to the Dark Dimension (which had been repeatedly referred to as an ominous "realm outside of time") to ensure that his death will instead reset him to beginning of their confrontation. From Strange's point of view, all he has to do is walk forward and make a deal: Dormammu leaves the Material Plane forever and he'll undo his spell. However, Dormammu and the rest of the Dark Dimension are not subject to the same resetting timestream, and so he is subject to sorcerer after sorcerer stepping forward with the same demand, each one replacing the previous one. Eventually, Dormammu tires of killing Strange over and over and accepts.
- A rare dark (almost as dark as it gets) example is in Funny Games: just when it seemed that the heroes managed to turn the tables on the sadist killers, the latter (with a wink to the audience) literally rewinded the film and made necessary changes. Alhough used only once, this move instils crushing sense of helplessness on the audience.
- In the Star Trek: Voyager Novel The Escape, Torres, Kim, and Neelix are searching a seemingly deserted planet when they accidentally activate a Time Travel device, violating the laws of the aliens who inhabit the various timelines on the planet. All attempts to escape by the trio are thwarted by the seemingly omniscient aliens, who are really just rewinding the timeline to before the team makes their attempts, sometimes requiring several iterations before the aliens found a favorable outcome.
- In the Discworld book Thief of Time, Yetis have learned to do this via a limited control of time. They can and will periodically save their lives before doing a dangerous task so that if they get killed, they'll go back in time and not be such a fool next time. It's mentioned that the species has gone extinct on three separate occasions. The Old Master time monk Lu-Tze later uses this trick himself to delay the Big Bad without needing to pull a Heroic Sacrifice.
- In You, Simon designed the WAFFLE game engine to make this impossible. The game saves automatically when you quit, and you can't load up a previous save in-game. The idea was to make player choice more meaningful, but it was a divisive feature that apparently turned off a lot of would-be consumers.
- The light novel All You Need Is Kill (and, by extension, the film Edge of Tomorrow) play off as real-life Save Scumming in the form of a "Groundhog Day" Loop.
- In an episode of Being Erica, Erica is given the power to manipulate time within a single day and uses it to repeatedly hit the reset button on events that don't go her way, including a huge fight with her boyfriend: unfortunately, the boyfriend realises what she's up to and is horrified at what he sees as a violation of his free will.
- In Misfits, Curtis's power to rewind time is frequently used this way.
- Played relatively straight, albeit in a quite intricate manner in the Star Trek: The Next Generation episode "Cause and Effect", when the Enterprise and her crew are trapped in a timeloop with the ship's destruction marking the loop's "reset point". Over the course of the episode the crew become aware of their fate and develop a way in which they can send information necessary to prevent the chain of event's catastrophic outcome to their (from an outside point of view) future selves.
- The Charmed episode "Déjà Vu All Over Again" features a "Groundhog Day" Loop. The antagonist is the only one who retains his memory, so his performance against the heroes improves each time. Eventually, Phoebe's power of premonition allows her to retain the memory of the loop, allowing them to defeat the villain for good and break the loop.
- The Twilight Zone (2002) episode "Rewind" features a man who gains a magic device that can rewind time up to five minutes. He uses it to make it big at the casino by correcting his mistakes when he plays poker. Unfortunately, he gets greedy and doesn't quit while he is ahead. The casino figures out what is going on (as the owner has a device as well) and confiscates his device, causing him to lose everything.
- The plot of Kamen Rider Ryuki effectively centers on this. The Big Bad Shiro Kanzaki instigated the Rider Wars as part of a plan to prevent his Ill Girl sister Yui's death; every time he failed to do so, he would use his Dragon Kamen Rider Odin's TimeVent powers to reset back to an earlier point in time and try again. Eventually, Yui is able to convince her brother that she wouldn't want to live if it meant sacrificing other peoples' lives, and he makes peace with her passing, RetConning the events of the series out of existence.
- When part of the crew gets stuck in turn-based time in season 2 of Raumschiff GameStar, Captain Langer, instead of coming up with a clever way to get the out, just suggests reloading an older save-game—and thwarted immediately by Darth Mopp deleting all of their saved games. After beating him back, the Captain turns to a hex editor instead.
- One episode of Andromeda has Trance Gemini doing this (from her perspective) during an encounter with a marauding alien intruder. Her repeated attempts are depicted as pruning a bonsai tree, interspersed with the "real world" events in each attempt, as she tries to find the most favorable outcome.
- On the Star Trek: Discovery episode "Magic To Make The Sanest Man Go Mad", Harry Mudd is revealed to have technology that creates a 30 minute time loop which allows him to seize control of the Discovery by progressing further and further every loop using what he's learned from the previous one. It's not stated how many times it happens, but Harry hates Lorca, having been shown taking great delight in finding new ways to kill him, but at the end is so tired of killing him he's willing to let him live.
- Anyone used to working on memory-heavy programs, such as the Adobe Creative Suite, will soon develop the nervous tic of using the "save" keyboard shortcut every couple of minutes, or face the possibility of losing a huge amount of work the next time Flash or Premiere crashes. And more to the point, will equally find their fingers hovering constantly over the "undo" shortcut keys. Bonus points if this becomes so internalized you find yourself twitching to "undo" real, non-computer errors.
- Through a series of exploits, in Dungeons & Dragons's 3.5 edition, it was possible to cast a series of spells on a psicrystal which would allow you to use it as a "save crystal" of sorts; you would cast a spell that would let you roll back to the start of the round, then a second spell that suspended the crystal in time for a day. If you didn't cancel the spell when it came back, it would then reset time to the start of the round prior to putting the crystal into suspension, resulting in you "reverting" to your last save state.
- In City of Reality, a character gets a device from an enemy he was fighting that allows him to rewind time a few seconds, allowing him to take advantage of this trope. He then uses this to get the high score in a videogame...
- In Bob and George, Mega Man X goes berserk and starts assimilating the mind of every robot in the lab. George and Bass decide the only viable option is to wipe out his memory, but this might also wipe out the memory of the others, too. When George goes back, he tells him he's now linked into the lab's computer system, and heard their conversation, then he asks George if he's willing to risk wiping out everybody's minds. George's response: "Can I save my game before I decide?"
- Specifically noted as one of the Gamemaster's powers in Captain SNES: The Game Masta, as unlike the normal characters, he remembers stuff after a reload, rather than getting intuition and deja vu from it. Also noted as having limitations- he can only reload if he's still in the same world where he saved.
- In Homestuck this is the function of a "Hero of Time" player, which every session has at least one of. Their job is to preserve the Alpha timeline and basically go back and reset things if something goes wrong.
- Schlock Mercenary uses it as a metaphor for using time travel to change history.
- In the commentary of this El Goonish Shive strip, Dan credits the ability to do this in Fallout 3 as the inspiration for Sarah's simulated time stop spell.
- Parodied (with some bonus Nightmare Fuel) in a Persona 4 fan comic.
- One ''Nodwick comic, Nodwick accidentally touched a mystic artifact that allowed him to return to the point in time when he touched it at will. In order to get the crew to correctly stop The End Of The World, he has to come back so many times that he becomes a master fighter, wizard, and cleric in the process. After stopping the threat, Yeagar, Artax, and Piffany erase his memory so they don't have to deal with having a henchman who's more of a badass than they are.
- http://tasvideos.org/ is the King of Save Scumming, and trying for the best everything without actually editing the ram/rom memory. While editing ram using an external editor is grounds to have a submission disqualified, simply watching the RAM is perfectly fine (and is expected in a handful of cases) and using the game itself to manipulate RAM is also fair game. Most of these cases require specific, precise input on specific, precise frames and loads and loads of trial-and-error.
- Wyoming does something like this in Red vs. Blue by rewinding time every time he dies so he can carry out his evil scheme properly. Unfortunately for him, Tucker is aware of these resets and uses his knowledge of what will happen to defeat Wyoming.
- Qin Xu of Last Res0rt can rewind time short distances, represented by a row of panels to the side of the comic displaying whatever he just averted.
- Jonah Yu of Skin Horse got this power while in the headquarters of Anasigma, with a fixed savepoint that he couldn't update, the reason being rather unclear at the time, as is how long it would keep working.
- How time works in a universe with this in play is Cracked's #17 Science Lesson As Taught by Famous Video Games.
- Coil from Worm can do something like this. His power allows him to split his perception between alternate realities decided by a single different point that he controls before selecting the preferable one, which allows him to try out a strategy in one reality and remain safe in another. He uses this to great effect in manipulating economics and taking over the city.
- Pat reminds you to always rotate your saves.
- Retsupurae did a hilarious take on the concept of riffing: One guy uploaded a playthrough of Kaizo Mario World that was almost unbearable since he reloaded his save states and every single time he did so was kept in the final product. Needless to say, there were many many many such times. Slowbeef chose to not riff it in the traditional way; rather, he read from John Stuart Mill's On Liberty and started his last incomplete sentence over along with saying the name of the guy's emulator every time the guy reloaded a save state. Naturally, he had to do this many, many times.
- The Adventure Zone: During "The 11th Hour" arc, Our Heroes are trapped in a "Groundhog Day" Loop where a doomed town relives the same hour of time over and over again. If the die the time resets. This comes in handy toward the end of the arc where they must traverse a trap- and monster-laden abandoned mine. Although it causes the Eldritch Abomination controlling the Loop no end of minor annoyance...
- In one episode of The Batman, a villain with time travel superpowers defeats Batman in a fistfight by rewinding the fight every time he gets beaten, memorising Batman's attacks and adjusting his strategy each time (and trying different Bond One Liners). In the end, he triggers a massive gas leak that kills hundreds, including Batman and his own son, and the trauma makes him revert to years earlier, before he went to prison and got the power to turn time. This time, he chooses not to become a criminal, causing him to become a happy repairman with a still alive son as an apprentice.