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* A [[SuspendSave "quick-save" or "suspend" option]] that saves and quits (in addition to 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.

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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 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.
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* A [[SuspendSave "quick-save" or "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.

to:

* A [[SuspendSave "quick-save" or "suspend" option]] that saves and quits, quits (in addition to 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.
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None


* EternalDarkness will let you save whenever 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 frequesntly you cannot save for over half of a level and have to start the whole thing over if you die.

to:

* EternalDarkness will let you save whenever 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 frequesntly 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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What the hell?


** The original NES platformers have ''no saving whatsoever.'' The worst is ''VideoGame/SuperMarioBros3''. Without {{Warp Whistle}}s, it takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level of the first world, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\
\\
The ''VideoGame/SuperMarioAllStars'' remake isn't much better. Aside from saving the current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''Super Mario World'', this is averted in the GBA version.)

to:

** The original NES platformers have ''no saving whatsoever.'' The worst is ''VideoGame/SuperMarioBros3''. Without {{Warp Whistle}}s, it takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level of the first world, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\
\\
The ''VideoGame/SuperMarioAllStars'' remake isn't much better. Aside from saving the current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''Super Mario World'', this is averted in the GBA version.)
Is there an issue? Send a MessageReason:
None



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* In the first ''VideoGame/{{ObsCure}}'' game, you find [=CDs=] that allow you to save in any room provided it's been cleared of enemies, but which are limited in number. The second game tightens the restrictions and combines {{Save Token}}s with {{Save Point}}s by way of the mortifilia flowers, which are save points that can only be used once.



[[AC:Other / Not Yet Sorted]]

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[[AC:Other / Multiple / Not Yet Sorted]]
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* ''{{Disgaea}}'' has a fairly reasonable save limit in that you can as many times as you like, but only outside of battle. The only place where this gets tricky are the Item Worlds where you have to make your way through at least 10 battles in a row (Assuming you don't use your [[StealthPun Mr. Gency's Exit]] item to exit early, which also saved your progress in the item). No continues, so you quickly learn to save often and before every battle.

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* ''{{Disgaea}}'' ''Franchise/{{Disgaea}}'' has a fairly reasonable save limit in that you can as many times as you like, but only outside of battle. The only place where this gets tricky are the Item Worlds where you have to make your way through at least 10 battles in a row (Assuming you don't use your [[StealthPun Mr. Gency's Exit]] item to exit early, which also saved your progress in the item). No continues, so you quickly learn to save often and before every battle.

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* ''VideoGame/DwarfFortress'', in both Fortress Mode and Adventure Mode, uses a save system that is under normal condition effectively the same as most {{roguelike}}s: saves are not deleted when you load them, but you can't stop the game without saving it (or finishing it, if you lose) and selecting "quit" from the main menu. SaveScumming is still possible by forcing the computer to close the program or manually copying the same file, but is considered cheating.



* ''VideoGame/DwarfFortress'', in both Fortress Mode and Adventure Mode, uses a save system that is under normal condition effectively the same as most {{roguelike}}s: saves are not deleted when you load them, but you can't stop the game without saving it (or finishing it, if you lose) and selecting "quit" from the main menu. SaveScumming is still possible by forcing the computer to close the program or manually copying the same file, but is considered cheating.

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[[AC:One Save File Per Campaign]]

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[[AC:One Save File Per Campaign]]Campaign/Character]]




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* {{Roguelike}} games save your progress when you quit, and erase the savefile when you return.
** However, in most cases (including mainstream games like ''Diablo'' and ''Borderlands'') this can be beaten by simply making a copy of the save file when outside the game (though this is generally frowned upon amongst the fan community).
* ''VideoGame/{{Diablo}} II'' does not allow you to save in any way except by quitting the game. Doing so respawns all monsters and teleports you to the town of the act you're in.
* ''VideoGame/HellgateLondon'' goes one further and saves at regular intervals, and after doing something you'd rather undo, like spending 75k on an equipment augment and getting + ranks in a skill you can't even use. One save slot per character.
* ''VideoGame/{{Torchlight}} I'' and [[VideoGame/TorchlightII II]] save files are mostly on the Diablo model, but a little more permissive of SaveScumming. They allow you to save at any time and continue playing.




* {{Roguelike}} games save your progress when you quit, and erase the savefile when you return.
** However, in most cases (including mainstream games like ''Diablo'' and ''Borderlands'') this can be beaten by simply making a copy of the save file when outside the game (though this is generally frowned upon amongst the fan community).
* ''VideoGame/{{Diablo}} II'' does not allow you to save in any way except by quitting the game. Doing so respawns all monsters and teleports you to the town of the act you're in.
** ''VideoGame/HellgateLondon'' goes one further and saves at regular intervals, and after doing something you'd rather undo, like spending 75k on an equipment augment and getting + ranks in a skill you can't even use. One save slot per character.

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Undoing My Timing Is Off\'s edit. Nothing about the original lines was unacceptable, unlike Wikipedia, TV Tropes doesn\'t aim to sound professional and objective.


** The ''VideoGame/SuperMarioAllStars'' remakes of the NES games allow you to save in between worlds.
** ''VideoGame/SuperMarioWorld'': This SNES cart is the first Mario game with a save system, but one can only save after beating specific levels. Some save points work only once. A switch palace, castle or fortress has a save point when first clearing it, but not when replaying it. A ghost house is better; one can replay a ghost house to save again. Many players walk the long way back to Donut Ghost House, the easiest save point. One can also save again at Sunken Ghost Ship or in half the [[BrutalBonusLevel Special Zone]]. This save system is a form of FakeDifficulty, because there is no technical limitation for why the other levels are not save points. It does not save extra lives either. You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always [[InfiniteOneUps just go get more]] (and many people saved at Donut Ghost House because of the Top Secret Area), but still! This is averted in the GBA port, which allows saving anywhere, and does save extra lives.
** In ''VideoGame/NewSuperMarioBros'' for NintendoDS, you can save only after beating a boss or mini-boss, or collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) After finishing the game, you can save after every level.
** Its successors, starting with ''VideoGame/NewSuperMarioBrosWii'', added a SuspendSave system, so players can make a temporary save after any level. The limits on permanent saves, and the reward for finishing the game, are the same as in the DS game. The Wii game has no bonus areas where one can save, but the 3DS game has them again.
** The ''VideoGame/PaperMario'' games have save points, which means you have to continue from the last place where you saved. ''VideoGame/PaperMarioStickerStar'' saves automatically after every level.
** ''VideoGame/MarioAndLuigiSuperstarSaga'' and its two sequels also have save points. The fourth game in the series, ''VideoGame/MarioAndLuigiDreamTeam'', adds a save-whenever-you-want feature, but keeps the save points as a reminder, [[SuspiciousVideogameGenerosity especially before boss rooms]].

to:

** The original NES platformers have ''no saving whatsoever.'' The worst is ''VideoGame/SuperMarioBros3''. Without {{Warp Whistle}}s, it takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level of the first world, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\
\\
The ''VideoGame/SuperMarioAllStars'' remakes of remake isn't much better. Aside from saving the NES games allow you to save current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''Super Mario World'', this is averted in between worlds.
the GBA version.)
** ''VideoGame/SuperMarioWorld'': ''VideoGame/SuperMarioWorld'':
***
This SNES cart is the first Mario game with a save system, but one can only save after beating specific levels. Some save points work only once. A switch palace, castle or fortress has a save point when first clearing it, but not when replaying it. A ghost house is better; one can replay a ghost house to save again. Many players walk the long way back to Donut Ghost House, the easiest save point. One can also save again at Sunken Ghost Ship or in half the [[BrutalBonusLevel Special Zone]]. This save system is a form of FakeDifficulty, because there is no technical limitation for why the other levels are not save points. It points.
*** SMW
does not save extra lives either. lives. You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always [[InfiniteOneUps just go get more]] (and many people saved at Donut Ghost House because of the Top Secret Area), but still! still!
***
This is averted in the GBA port, which allows saving anywhere, and does save extra lives.
** In ''VideoGame/NewSuperMarioBros'' for NintendoDS, you NintendoDS has once of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) After Your "reward" for finishing the game, you can game is the ability to save after every level.
**
level, proving that this save system was not a technical limitation. \\
\\
Its successors, starting with ''VideoGame/NewSuperMarioBrosWii'', added a SuspendSave system, so players can make a temporary save after any level. The limits on permanent saves, and the reward for finishing the game, are the same as in the DS game. The Wii game has no bonus areas where one can save, but the 3DS game has them again.
** The ''VideoGame/PaperMario'' games have ''Videogame/PaperMario'' has only save points, which means you have to continue from the last place where you saved. ''VideoGame/PaperMarioStickerStar'' You better save frequently, as not only is this game long, it also has many side-missions that could require you to battle lots of enemies, and seeing as Mario's stats stay very small (Maximum 50 HP) for the whole game, it's easy to get a Game Over. Luckily, there is a save pint just before all "dungeons", just before all rooms where a boss is fought (optional bosses not included), and in all towns.\\
\\
The sequels also have save points. ''Videogame/PaperMarioStickerStar'' has a better save system because it
saves automatically after every level.
** ''VideoGame/MarioAndLuigiSuperstarSaga'' ''Videogame/MarioAndLuigiSuperstarSaga'' and its two following sequels also have need you to save on save points. The fourth game in the series, ''VideoGame/MarioAndLuigiDreamTeam'', ''Videogame/MarioAndLuigiDreamTeam'' finally adds a save-whenever-you-want feature, but keeps the save points blocks as a reminder, [[SuspiciousVideogameGenerosity especially specially before boss rooms]].
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* ''VideoGame/EscapeVelocity'' series combines One Save File Per Campaign (pilot in this case) with ''only'' having auto-save -- every time you leave a planet or station, the pilot-file updates to take into account any changes that have occurred since the last time you left a planet/station. This renders SaveScumming (which you might want to do, since ''all'' the games have at least two mutually exclusive storylines, which can only be begun once you've got some experience) possible only by manually backing up a pilot-file.
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* ''EnemyZero'' has the player save and load their game using a handheld recorder. Using the recorder to do ''anything'' consumes battery life, meaning that too much saving ''or'' loading could force you to start over.




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* VideoGame/{{D}} not only has no saving, but no ''pausing'', and a two-hour [[TimedMission time limit.]] Fortunately, that last part means that the game is relatively short.
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** Likewise, ALinkBetweenWorlds allows saving at weather vanes (which are bird-themed).
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* ''Pokémon'' does that thing of only one save file
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* In KidIcarusUprising, you can't save in the middle of a stage, mostly because the game saves ''just about any time you do '''anything.''''' Including ''turning off the game.'' This means that if you die for the first time and immediately turn the game off in an attempt to [[SaveScumming save scum]] and avoid [[ContinuingIsPainful a painful continue]], when you get back to the menu, the first thing you see is the achievement for dying! So the trope is inverted -- instead of you being unable to save when you want, the game saves when you don't want it to, leading to anger on your part.

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* In ''VideoGame/PokemonColosseum'', you could only save at computers that you'd usually find in Pokemon Centers, though there was at least one in every dungeon. ''Gale of Darkness'' removed this concept and let you save anywhere.
** Resuming the Mt. Battle 100 trainer challenge in battle mode of ''Colosseum'' deleted your save data, so if you quit without saving, you had to start back at the very first trainer.

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* In ''VideoGame/PokemonColosseum'', you could only save at computers that you'd usually find in Pokemon Centers, though there was at least one in every dungeon. ''Gale of Darkness'' ''VideoGame/PokemonXDGaleOfDarkness'' removed this concept and let you save anywhere.
** Resuming the Mt. Battle 100 trainer challenge in battle mode of ''Colosseum'' deleted your save data, so if you quit without saving, you had to start back at the very first trainer.
anywhere.



** ''VideoGame/MarioAndLuigiSuperstarSaga'' and its two sequels also have save points. The fourth game in the series, ''VideoGame/MarioAndLuigiDreamTeam'' adds a save-whenever-you-want feature, but keeps the save points as a reminder, [[SuspiciousVideogameGenerosity especially before boss rooms]].

to:

** ''VideoGame/MarioAndLuigiSuperstarSaga'' and its two sequels also have save points. The fourth game in the series, ''VideoGame/MarioAndLuigiDreamTeam'' ''VideoGame/MarioAndLuigiDreamTeam'', adds a save-whenever-you-want feature, but keeps the save points as a reminder, [[SuspiciousVideogameGenerosity especially before boss rooms]].



* LuigisMansionDarkMoon has an interesting variant, in that you can't COPY the save files. You can save three of them, continue at any time, save after any mission and delete them, but for whatever reason the copy functionality doesn't exist.

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* LuigisMansionDarkMoon ''VideoGame/LuigisMansionDarkMoon'' has an interesting variant, in that you can't COPY the save files. You can save three of them, continue at any time, save after any mission and delete them, but for whatever reason the copy functionality doesn't exist.

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rewording. this kind of ranty, complainy, style of writing is unacceptable.


** The original NES platformers have ''no saving whatsoever.'' The worst is ''VideoGame/SuperMarioBros3''. Without {{Warp Whistle}}s, it takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level of the first world, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\
\\
The ''VideoGame/SuperMarioAllStars'' remake isn't much better. Aside from saving the current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''Super Mario World'', this is averted in the GBA version.)
** ''VideoGame/SuperMarioWorld'':
*** This SNES cart is the first Mario game with a save system, but one can only save after beating specific levels. Some save points work only once. A switch palace, castle or fortress has a save point when first clearing it, but not when replaying it. A ghost house is better; one can replay a ghost house to save again. Many players walk the long way back to Donut Ghost House, the easiest save point. One can also save again at Sunken Ghost Ship or in half the [[BrutalBonusLevel Special Zone]]. This save system is a form of FakeDifficulty, because there is no technical limitation for why the other levels are not save points.
*** SMW does not save extra lives. You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always [[InfiniteOneUps just go get more]] (and many people saved at Donut Ghost House because of the Top Secret Area), but still!
*** This is averted in the GBA port, which allows saving anywhere, and does save extra lives.
** ''VideoGame/NewSuperMarioBros'' for NintendoDS has once of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) Your "reward" for finishing the game is the ability to save after every level, proving that this save system was not a technical limitation. \\
\\
Its successors, starting with ''VideoGame/NewSuperMarioBrosWii'', added a SuspendSave system, so players can make a temporary save after any level. The limits on permanent saves, and the reward for finishing the game, are the same as in the DS game. The Wii game has no bonus areas where one can save, but the 3DS game has them again.
** ''Videogame/PaperMario'' has only save points, which means you have to continue from the last place where you saved. You better save frequently, as not only is this game long, it also has many side-missions that could require you to battle lots of enemies, and seeing as Mario's stats stay very small (Maximum 50 HP) for the whole game, it's easy to get a Game Over. Luckily, there is a save pint just before all "dungeons", just before all rooms where a boss is fought (optional bosses not included), and in all towns.\\
\\
The sequels also have save points. ''Videogame/PaperMarioStickerStar'' has a better save system because it saves automatically after every level.
** ''Videogame/MarioAndLuigiSuperstarSaga'' and its two following sequels also need you to save on save points. The fourth game in the series, ''Videogame/MarioAndLuigiDreamTeam'' finally adds a save-whenever-you-want feature, but keeps the save blocks as a reminder, [[SuspiciousVideogameGenerosity specially before boss rooms]].

to:

** The original NES platformers have ''no saving whatsoever.'' The worst is ''VideoGame/SuperMarioBros3''. Without ''VideoGame/SuperMarioBros3'', without {{Warp Whistle}}s, it takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level of the first world, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\
\\
it.
**
The ''VideoGame/SuperMarioAllStars'' remake isn't much better. Aside from saving remakes of the current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''Super Mario World'', this is averted NES games allow you to save in the GBA version.)
between worlds.
** ''VideoGame/SuperMarioWorld'':
***
''VideoGame/SuperMarioWorld'': This SNES cart is the first Mario game with a save system, but one can only save after beating specific levels. Some save points work only once. A switch palace, castle or fortress has a save point when first clearing it, but not when replaying it. A ghost house is better; one can replay a ghost house to save again. Many players walk the long way back to Donut Ghost House, the easiest save point. One can also save again at Sunken Ghost Ship or in half the [[BrutalBonusLevel Special Zone]]. This save system is a form of FakeDifficulty, because there is no technical limitation for why the other levels are not save points.
*** SMW
points. It does not save extra lives. lives either. You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always [[InfiniteOneUps just go get more]] (and many people saved at Donut Ghost House because of the Top Secret Area), but still!
***
still! This is averted in the GBA port, which allows saving anywhere, and does save extra lives.
** In ''VideoGame/NewSuperMarioBros'' for NintendoDS has once of the worst save systems ever to disgrace a portable system. You NintendoDS, you can save only after beating a boss or mini-boss, or collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) Your "reward" for After finishing the game is the ability to game, you can save after every level, proving that this save system was not a technical limitation. \\
\\
level.
**
Its successors, starting with ''VideoGame/NewSuperMarioBrosWii'', added a SuspendSave system, so players can make a temporary save after any level. The limits on permanent saves, and the reward for finishing the game, are the same as in the DS game. The Wii game has no bonus areas where one can save, but the 3DS game has them again.
** ''Videogame/PaperMario'' has only The ''VideoGame/PaperMario'' games have save points, which means you have to continue from the last place where you saved. You better save frequently, as not only is this game long, it also has many side-missions that could require you to battle lots of enemies, and seeing as Mario's stats stay very small (Maximum 50 HP) for the whole game, it's easy to get a Game Over. Luckily, there is a save pint just before all "dungeons", just before all rooms where a boss is fought (optional bosses not included), and in all towns.\\
\\
The sequels also have save points. ''Videogame/PaperMarioStickerStar'' has a better save system because it
''VideoGame/PaperMarioStickerStar'' saves automatically after every level.
** ''Videogame/MarioAndLuigiSuperstarSaga'' ''VideoGame/MarioAndLuigiSuperstarSaga'' and its two following sequels also need you to save on have save points. The fourth game in the series, ''Videogame/MarioAndLuigiDreamTeam'' finally ''VideoGame/MarioAndLuigiDreamTeam'' adds a save-whenever-you-want feature, but keeps the save blocks points as a reminder, [[SuspiciousVideogameGenerosity specially especially before boss rooms]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** For the 3DS ones, if you got the twenty games from the Ambassador Program, the restore points are absent. Some of the NES games were given a proper release for the Virtual Console, and Ambassadors upgrading to that version (no extra cost) would get the restore points. Sadly, this upgrade will only apply to the NES games; the GBA games were stated to be Ambassador exclusive.
Is there an issue? Send a MessageReason:
Tell \'\'New Super Mario Bros Wii\'\' apart from the DS game.


*** SMW does not save extra lives. You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always just go get more (and many people saved at Donut Ghost House because of the Top Secret Area), but still!
*** This is averted in the GBA port, which allows saving anywhere. (Nintendo must have forgotten about this when developing ''VideoGame/NewSuperMarioBros.'')
** ''VideoGame/NewSuperMarioBros.'' and it's three successors on the Wii, 3DS, and Wii U has one of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your "reward" for finishing the game is the ability to save after every level, proving that this was not a technical limitation.\\

to:

*** SMW does not save extra lives. You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always [[InfiniteOneUps just go get more more]] (and many people saved at Donut Ghost House because of the Top Secret Area), but still!
*** This is averted in the GBA port, which allows saving anywhere. (Nintendo must have forgotten about this when developing ''VideoGame/NewSuperMarioBros.'')
** ''VideoGame/NewSuperMarioBros.''
anywhere, and it's three successors on the Wii, 3DS, and Wii U does save extra lives.
** ''VideoGame/NewSuperMarioBros'' for NintendoDS
has one once of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your (As with any DS game, you can suspend ''New Super Mario Bros.'' by simply closing the DS to put the game in Sleep Mode, and plugging the DS into an AC adapter.) Your "reward" for finishing the game is the ability to save after every level, proving that this save system was not a technical limitation.limitation. \\



At least, being a DS game, you can simply close the DS to put the game in Sleep Mode and plug it into an AC adapter.

to:

At least, being Its successors, starting with ''VideoGame/NewSuperMarioBrosWii'', added a DS SuspendSave system, so players can make a temporary save after any level. The limits on permanent saves, and the reward for finishing the game, you can simply close are the same as in the DS to put the game. The Wii game in Sleep Mode and plug it into an AC adapter.has no bonus areas where one can save, but the 3DS game has them again.
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* LuigisMansionDarkMoon has an interesting variant, in that you can't COPY the save files. You can save three of them, continue at any time, save after any mission and delete them, but for whatever reason the copy functionality doesn't exist.
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* The ''TombRaider'' series use of saves changes a lot between games and even versions; ''all'' of the PC versions of the original Core Design games let you save anywhere you want (and in ''TombRaider 3's'' case even kept the former save crystals and made them give a health boost instead). On the console versions:
** ''TombRaider 1'' had a type of checkpoint system with stationary crystals that could be used whenever you want, but only once.
** ''TombRaider 2'' got rid of this and used a save anywhere system.
** Due to complaints of the [=TR2=] system being "too easy" from various people (perhaps in a rare proof of ViewersAreMorons). ''TombRaider 3'' took the save system of ''TombRaider 1'' and expanded it by letting you carry the crystals and save them up for use at any time. This backfired, as the "checkpoint" feel of the original game's was gone, leaving many players wondering when to use them, resulting in a case of TooAwesomeToUse, combined with the fact that the game was much harder than ''TombRaider 1'' and that the save crystals were very rare (with there only being around sixty in the whole game, with a lot of them being hidden in secret areas).

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* The ''TombRaider'' ''Franchise/TombRaider'' series use of saves changes a lot between games and even versions; ''all'' of the PC versions of the original Core Design games let you save anywhere you want (and in ''TombRaider ''Franchise/TombRaider 3's'' case even kept the former save crystals and made them give a health boost instead). On the console versions:
** ''TombRaider ''VideoGame/TombRaider 1'' had a type of checkpoint system with stationary crystals that could be used whenever you want, but only once.
** ''TombRaider ''Franchise/TombRaider 2'' got rid of this and used a save anywhere system.
** Due to complaints of the [=TR2=] system being "too easy" from various people (perhaps in a rare proof of ViewersAreMorons). ''TombRaider ''Franchise/TombRaider 3'' took the save system of ''TombRaider ''VideoGame/TombRaider 1'' and expanded it by letting you carry the crystals and save them up for use at any time. This backfired, as the "checkpoint" feel of the original game's was gone, leaving many players wondering when to use them, resulting in a case of TooAwesomeToUse, combined with the fact that the game was much harder than ''TombRaider ''VideoGame/TombRaider 1'' and that the save crystals were very rare (with there only being around sixty in the whole game, with a lot of them being hidden in secret areas).

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Super Mario World: Describe the save system in more detail.


** The original NES platformers have ''no saving whatsoever.''\\

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** The original NES platformers have ''no saving whatsoever.''\\'' The worst is ''VideoGame/SuperMarioBros3''. Without {{Warp Whistle}}s, it takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level of the first world, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\



''VideoGame/SuperMarioBros3'', without {{Warp Whistle}}s, takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\

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''VideoGame/SuperMarioBros3'', without {{Warp Whistle}}s, takes The ''VideoGame/SuperMarioAllStars'' remake isn't much better. Aside from saving the average player several hours current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''Super Mario World'', this is averted in the GBA version.)
** ''VideoGame/SuperMarioWorld'':
*** This SNES cart is the first Mario game with a save system, but one can only save after beating specific levels. Some save points work only once. A switch palace, castle or fortress has a save point when first clearing it, but not when replaying it. A ghost house is better; one can replay a ghost house
to complete. In theory, ''[=SMB3=]'' tells save again. Many players walk the long way back to Donut Ghost House, the easiest save point. One can also save again at Sunken Ghost Ship or in half the [[BrutalBonusLevel Special Zone]]. This save system is a form of FakeDifficulty, because there is no technical limitation for why the other levels are not save points.
*** SMW does not save extra lives. You say
you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always just go get more (and many people saved at Donut Ghost House because of the location of Top Secret Area), but still!
*** This is averted in the GBA port, which allows saving anywhere. (Nintendo must have forgotten about this when developing ''VideoGame/NewSuperMarioBros.'')
** ''VideoGame/NewSuperMarioBros.'' and it's three successors on the Wii, 3DS, and Wii U has
one of the warp whistles so you worst save systems ever to disgrace a portable system. You can skip almost half save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your "reward" for finishing the game with it next time. In practice, it doesn't, as is the whistle is said ability to be at "the end of the third world". It's actually the end of the third save after every level, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.proving that this was not a technical limitation.\\



Later remakes added a save feature.
** ''VideoGame/NewSuperMarioBros.'' and it's three successors on the Wii, 3DS, and Wii U has one of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your "reward" for finishing the game is the ability to save after every level, proving that this was not a technical limitation.
** At least, being a DS game, you can simply close the DS to put the game in Sleep Mode and plug it into an AC adapter.
** ''VideoGame/SuperMarioWorld'' had the same system, minus the bonus area option. It's not a technical limitation here either, probably just a form of FakeDifficulty. (This is averted in the GBA port, which allows saving anywhere. Nintendo must have forgotten about this when developing ''VideoGame/NewSuperMarioBros.'',)
*** Also, with SMW... What? You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always just go get more (many people saved at the Donut Ghost House because of the Top Secret Area), but still...
*** The ''Super Mario All-Stars'' remake isn't much better. Aside from saving the current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''VideoGame/SuperMarioWorld'', this is averted in the GBA version.)
** ''Videogame/PaperMario'' has only save points, which means you have to continue from the last place where you saved. You better save frequently, as not only is this game long, it also has many side-missions that could require you to battle lots of enemies, and seeing as Mario's stats stay very small (Maximum 50 HP) for the whole game, it's easy to get a Game Over. Luckily, there is a save pint just before all "dungeons", just before all rooms where a boss is fought (optional bosses not included), and in all towns.
*** The sequals also have save points. ''Videogame/PaperMarioStickerStar'' has a better save system because it saves automatically after every level.

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Later remakes added a save feature.
** ''VideoGame/NewSuperMarioBros.'' and it's three successors on the Wii, 3DS, and Wii U has one of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your "reward" for finishing the game is the ability to save after every level, proving that this was not a technical limitation.
**
At least, being a DS game, you can simply close the DS to put the game in Sleep Mode and plug it into an AC adapter.
** ''VideoGame/SuperMarioWorld'' had the same system, minus the bonus area option. It's not a technical limitation here either, probably just a form of FakeDifficulty. (This is averted in the GBA port, which allows saving anywhere. Nintendo must have forgotten about this when developing ''VideoGame/NewSuperMarioBros.'',)
*** Also, with SMW... What? You say you have 99 lives on that file? Say goodbye to 94 of them if you save and quit! Of course, you can always just go get more (many people saved at the Donut Ghost House because of the Top Secret Area), but still...
*** The ''Super Mario All-Stars'' remake isn't much better. Aside from saving the current world, the only completed levels saved are fortresses, so only some levels can be skipped (via shortcuts opened after completing said fortresses) after restarting after a game over. (As with ''VideoGame/SuperMarioWorld'', this is averted in the GBA version.)
** ''Videogame/PaperMario'' has only save points, which means you have to continue from the last place where you saved. You better save frequently, as not only is this game long, it also has many side-missions that could require you to battle lots of enemies, and seeing as Mario's stats stay very small (Maximum 50 HP) for the whole game, it's easy to get a Game Over. Luckily, there is a save pint just before all "dungeons", just before all rooms where a boss is fought (optional bosses not included), and in all towns.
***
towns.\\
\\
The sequals sequels also have save points. ''Videogame/PaperMarioStickerStar'' has a better save system because it saves automatically after every level.

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* ''VideoGame/NewSuperMarioBros.'' and it's three successors on the Wii, 3DS, and Wii U has one of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your "reward" for finishing the game is the ability to save after every level, proving that this was not a technical limitation.

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* ''Franchise/SuperMarioBros'' games:
** The original NES platformers have ''no saving whatsoever.''\\
\\
''VideoGame/SuperMarioBros3'', without {{Warp Whistle}}s, takes the average player several hours to complete. In theory, ''[=SMB3=]'' tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level, and even knowing that, [[GuideDangIt outside information]] is needed to know how to get to it.\\
\\
Later remakes added a save feature.
**
''VideoGame/NewSuperMarioBros.'' and it's three successors on the Wii, 3DS, and Wii U has one of the worst save systems ever to disgrace a portable system. You can save only after beating a boss or mini-boss, or in the case of the first game, collecting and spending 5 star coins to open a bonus area. The game's supply of star coins and bonus areas is finite. There's no temporary save system like that other DS offender ''VideoGame/FinalFantasyIII''. And your "reward" for finishing the game is the ability to save after every level, proving that this was not a technical limitation.



** Well hey, it's not like the original version of ''VideoGame/SuperMarioBros3'', which has ''no saving whatsoever.'' In a game that, without {{Warp Whistle}}s, takes the average player several hours to complete.
*** In theory, the game tells you the location of one of the warp whistles so you can skip almost half of the game with it next time. In practice, it doesn't, as the whistle is said to be at "the end of the third world". It's actually the end of the third level, and even knowing that, outside information is needed to know how to get to it.
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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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Compare CheckPointStarvation, for when a level (or entire game) has very few, if any, {{Check Point}}s or {{Save Point}}s. Contrast {{Autosave}}
{{Autosave}}.
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Compare CheckPointStarvation, for when a level (or entire game) has very few, if any, {{Check Point}}s or {{Save Point}}s.

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Compare CheckPointStarvation, for when a level (or entire game) has very few, if any, {{Check Point}}s or {{Save Point}}s.
Point}}s. Contrast {{Autosave}}
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* ''{{Pokemon}}'' as a whole, even more so for the first few generations has this system where you can have only one file, and at least in the first few games, you didn't need to delete it to overwrite it with a new save file. Cue the arguments if anyone's sharing one copy of the game with anyone else, the lost data when you accidentally save on a new file over a completed one, and not at all helped by the first few games and the technical limits of their save system in the first place (the original games often lost data if you turned them off at the wrong time, or just after saving, and the save data could certainly get corrupted by various events).

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* ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' as a whole, even more so for the first few generations has this system where you can have only one file, and at least in the first few games, you didn't need to delete it to overwrite it with a new save file. Cue the arguments if anyone's sharing one copy of the game with anyone else, the lost data when you accidentally save on a new file over a completed one, and not at all helped by the first few games and the technical limits of their save system in the first place (the original games often lost data if you turned them off at the wrong time, or just after saving, and the save data could certainly get corrupted by various events).



* ''PokemonMysteryDungeon'' has a quicksave function that let's you save mid-dungeon. However, if you try SaveScumming, the game treats it as a defeat - even if the gamecard was removed, or the game crashed - In other words, if it was an accident that you shut the game off after a quicksave restart, ''The game still treats it as a loss.'' Worse still, the game ''Took all your items away,''(Except for your Bow - Which, considering the thing can never be obtained more then once is a small merit on their part) Making the quick save feature a risk if you were taking the DS anywhere where the card might be knocked out - Which, for some people, is ANYWHERE. Thanks a lot for that.

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* ''PokemonMysteryDungeon'' ''VideoGame/PokemonMysteryDungeon'' has a quicksave function that let's you save mid-dungeon. However, if you try SaveScumming, the game treats it as a defeat - even if the gamecard was removed, or the game crashed - In other words, if it was an accident that you shut the game off after a quicksave restart, ''The game still treats it as a loss.'' Worse still, the game ''Took all your items away,''(Except for your Bow - Which, considering the thing can never be obtained more then once is a small merit on their part) Making the quick save feature a risk if you were taking the DS anywhere where the card might be knocked out - Which, for some people, is ANYWHERE. Thanks a lot for that.
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* ''DragonQuest'' games will only let you save at a priest (or a king in the first three games), and make you read through long repetitive dialogues when you do so. The portable remakes of III and IV offer a suspend save you can use outside of dungeons, but III's erases itself when you reload. IV's DS remake (possibly due to a GoodBadBug) does not, and the remake of V on the same system works the same way with its quick-save feature. (On the other hand, IX has the typical one-time quick-save feature.) On the plus side, if your party gets wiped out, you go back to the last save point with half your gold and all your exp and items, making this less annoying than FF III.

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* ''DragonQuest'' games will only let you save [[IncrediblyLamePun get saved at a priest church]] (or a king in the first three games), and make you read through long repetitive dialogues when you do so. The portable remakes of III and IV offer a suspend save you can use outside of dungeons, but III's erases itself when you reload. IV's DS remake (possibly due to a GoodBadBug) does not, and the remake of V on the same system works the same way with its quick-save feature. (On the other hand, IX has the typical one-time quick-save feature.) On the plus side, if your party gets wiped out, you go back to the last save point with half your gold and all your exp and items, making this less annoying than FF III.
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** ''DragonQuestMonsters'' lets you save any time you are in town (although it auto-saves when you breed a monster, something which was thankfully removed from the sequel). In order to keep the feel and tension of other DWs, saving is mostly disabled in dungeons however. Luckily, there are certain randomly generated rooms you can save in that may spawn every 3 floors, and in longer dungeons you will definitely run into them at least once. Additionally there is an single-use item called a 'Bookmark' that allows saving in the middle of a dungeon, you can buy as many of them as needed once you get about halfway through the main game.

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** ''DragonQuestMonsters'' ''VideoGame/DragonQuestMonsters'' lets you save any time you are in town (although it auto-saves when you breed a monster, something which was thankfully removed from the sequel). In order to keep the feel and tension of other DWs, saving is mostly disabled in dungeons however. Luckily, there are certain randomly generated rooms you can save in that may spawn every 3 floors, and in longer dungeons you will definitely run into them at least once. Additionally there is an single-use item called a 'Bookmark' that allows saving in the middle of a dungeon, you can buy as many of them as needed once you get about halfway through the main game.
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* In the ''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.

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* In the ''HarryPotter'' ''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.

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** ''Videogame/MarioandLuigiSuperstarSaga'' and its sequels also need you to save on save points. T

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** ''Videogame/MarioandLuigiSuperstarSaga'' ''Videogame/MarioAndLuigiSuperstarSaga'' and its two following sequels also need you to save on save points. TThe fourth game in the series, ''Videogame/MarioAndLuigiDreamTeam'' finally adds a save-whenever-you-want feature, but keeps the save blocks as a reminder, [[SuspiciousVideogameGenerosity specially before boss rooms]].

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* The manga ''Gamerz Heaven'' has a FictionalVideoGame of the same name in which the number of times you can save your game is limited to 3 due to it being a Beta Release. Unfortunately, the game automatically saves every time you exit, and it can only be played by transferring your physical body to {{Cyberspace}}. This means if you start up the game more than 3 times, you can't get home, and you're stuck.
** Ironically, the characters, after [[spoiler:inadvertently saving twice]], decide to conserve their last save until they really, ''really'' need it. That [[spoiler:ends up never happening ([[SeriesHiatus or at least to our current knowledge]]) as they fail epically and lose for good before using it]].

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* The manga ''Gamerz Heaven'' ''Manga/GamerzHeaven'' has a FictionalVideoGame of the same name in which the number of times you can save your game is limited to 3 due to it being a Beta Release. Unfortunately, the game automatically saves every time you exit, and it can only be played by transferring your physical body to {{Cyberspace}}. This means if you start up the game more than 3 times, you can't get home, and you're stuck.
**
stuck. Ironically, the characters, after [[spoiler:inadvertently saving twice]], decide to conserve their last save until they really, ''really'' need it. That [[spoiler:ends up never happening ([[SeriesHiatus or at least to our current knowledge]]) as they fail epically and lose for good before using it]].

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