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** In the case of early FF games, saving tends to vary from one VideogameRemake to another. ''VideoGame/FinalFantasyI'' for NES allows just one savefile and will only save at Inns or on the overworld (and then only by using a tent), never in dungeons. The recent remakes for GBA and PSP let you save anywhere, any time, and provide many save slots. ''VideoGame/Final Fantasy III'' for [=DS/PSP/PC/Ouya/Smartphone=], on the other hand, ''only'' lets you save in the overworld, resulting in [[MarathonLevel an infamously long final dungeon]].

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** In the case of early FF games, saving tends to vary from one VideogameRemake to another. ''VideoGame/FinalFantasyI'' for NES allows just one savefile and will only save at Inns or on the overworld (and then only by using a tent), never in dungeons. The recent remakes for GBA and PSP let you save anywhere, any time, and provide many save slots. ''VideoGame/Final Fantasy III'' ''VideoGame/FinalFantasyIII'' for [=DS/PSP/PC/Ouya/Smartphone=], on the other hand, ''only'' lets you save in the overworld, resulting in [[MarathonLevel an infamously long final dungeon]].


** In the case of early FF games, saving tends to vary from one VideogameRemake to another. ''VideoGame/FinalFantasyI'' for NES allows just one savefile and will only save at Inns or on the overworld (and then only by using a tent), never in dungeons. The recent remakes for GBA and PSP let you save anywhere, any time, and provide many save slots.

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** In the case of early FF games, saving tends to vary from one VideogameRemake to another. ''VideoGame/FinalFantasyI'' for NES allows just one savefile and will only save at Inns or on the overworld (and then only by using a tent), never in dungeons. The recent remakes for GBA and PSP let you save anywhere, any time, and provide many save slots. ''VideoGame/Final Fantasy III'' for [=DS/PSP/PC/Ouya/Smartphone=], on the other hand, ''only'' lets you save in the overworld, resulting in [[MarathonLevel an infamously long final dungeon]].

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* ''Literature/OracleOfTao'' has save points which are formed by a ritual of heroic sacrifice (why they appear in dungeons). This in turn causes the story to become oddly disjointed, where characters sometimes screw up, and God resets the book a few minutes (or more) in the past. This also allows characters to get ''all'' of the endings, good and bad.


* ''VideoGame/LuigisManion'' has the Toads. Talk to them and they'll give you the option to save your current progress (the other means are capturing a Boo and defeating a major boss). While Toads are present in ''VideoGame/LuigisManionDarkMoon'' as well, they don't save your progress since the only means in the game is by completing the missions.



* ''Franchise/{{Metroid}}'' from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations". These are almost always small rooms with no enemies, as enemy movement is tracked only for enemies in the same room as the player. The one exception is ''VideoGame/MetroidZeroMission'', during the endgame [[StealthBasedGame stealth]] [[UnexpectedGameplayChange segment]], in which enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will, of course, be temporarily disabled until you've ditched them.

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* ''Franchise/{{Metroid}}'' ''Franchise/{{Metroid}}'':
** Most games
from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations". These are almost always small rooms with no enemies, as enemy movement is tracked only for enemies in the same room as the player. The one exception is ''VideoGame/MetroidZeroMission'', during the endgame [[StealthBasedGame stealth]] [[UnexpectedGameplayChange segment]], in which enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will, of course, be temporarily disabled until you've ditched them.them.
** Samus Aran's gunship is a save point on its own. In most games this isn't much, as the ship is always placed at the start of the games, but in ''VideoGame/MetroidPrime3Corruption'' it becomes handy since there are now multiple landing sites. In the case of ''VideoGame/MetroidPrimeHunters'', it's the ''only'' resource for saving your progress, since save rooms are absent.


** The [[VideoGame/ResidentEvil7Biohazard seventh game]] still uses the checkpoint system, but also brings back the save style from the earlier games. In the hardest difficulty, it works similar the way it did in games before the fourth one, in lesser difficulties, it works like in the fourth one.

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** The [[VideoGame/ResidentEvil7Biohazard seventh game]] (and the [[VideoGame/ResidentEvil2Remake remake of the second game]]) still uses the checkpoint system, but also brings back the save style from the earlier games. In the hardest difficulty, it works similar the way it did in games before the fourth one, in lesser difficulties, it works like in the fourth one.


* In ''VideoGame/AnimalCrossing'' you can save by talking to the Gyroid in front of your house, and choose to continue or quit. From the DS version onward you can save anywhere, by pressing the Start button (or the button at the top-right corner of the screen in the Wii version), but the option to save and continue wasn't reintroduced until ''New Leaf''

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* In ''VideoGame/AnimalCrossing'' you can save by talking to the Gyroid in front of your house, and choose to continue or quit. From the DS version onward you can save anywhere, by pressing the Start button (or the button at the top-right corner of the screen in the Wii version), but the option to save and continue wasn't reintroduced until ''New Leaf''Leaf''.


[[AC:Anime and Manga]]

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[[AC:Anime and
[[folder:Anime &
Manga]]




[[AC:ComicBooks]]
* A Save Point shows up at the beginning of the third book in the ''Comicbook/ScottPilgrim'' graphic novel series. Since Scott's life is a video game, no one is shocked by this. (There are experience points, levels, and extra lives, and the people he defeats [[MoneySpider turn into money]]). They're never actually seen being used so far, so what they do exactly is something of a mystery.

[[AC:FanFiction]]

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\n[[AC:ComicBooks]]\n[[/folder]]

[[folder:Comic Books]]
* A Save Point shows up at the beginning of the third book in the ''Comicbook/ScottPilgrim'' ''ComicBook/ScottPilgrim'' graphic novel series. Since Scott's life is a video game, no one no-one is shocked by this. (There are experience points, levels, and extra lives, and the people he defeats [[MoneySpider turn into money]]). They're never actually seen being used so far, so what they do exactly is something of a mystery.

[[AC:FanFiction]]
mystery.
[[/folder]]

[[folder:Fan Works]]




[[AC:{{Literature}}]]

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\n[[AC:{{Literature}}]][[/folder]]

[[folder:Literature]]




[[AC:LiveActionTV]]
* ''Series/TheLibrarians'' has a Save Point as the central conceit of the episode ''And The Point of Salvation'' -- a supercomputer gone crazy has trapped the team in a military base full of zombies, and every time one of them dies they reset back to the start.

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\n[[AC:LiveActionTV]]\n[[/folder]]

[[folder:Live-Action TV]]
* ''Series/TheLibrarians'' ''Series/{{The Librarians|2014}}'' has a Save Point as the central conceit of the episode ''And The "and the Point of Salvation'' Salvation" -- a supercomputer gone crazy has trapped the team in a military base full of zombies, and every time one of them dies they reset back to the start.

[[AC:TabletopGames]]
start.
[[/folder]]

[[folder:Tabletop Games]]




[[AC:WebComics]]
* Demonstrated [[http://gcc.goldcoincomics.com/?page=17 here]] in a GGC strip.

[[AC:WebOriginal]]

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\n[[AC:WebComics]]\n* Demonstrated [[http://gcc.goldcoincomics.com/?page=17 here]] in a GGC strip.\n\n[[AC:WebOriginal]][[/folder]]

[[folder:Web Original]]


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[[/folder]]


* The ''VideoGame/[[Yakuza}}'' series uses phones, mostly but not exclusively phone booths. They also allow access to the item box, and depending on the game and point in the story, changing clothes and switching protagonists.

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* The ''VideoGame/[[Yakuza}}'' ''VideoGame/{{Yakuza}}'' series uses phones, mostly but not exclusively phone booths. They also allow access to the item box, and depending on the game and point in the story, changing clothes and switching protagonists.



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[[AC:Anime and Manga]]
* This is the power of Kirie from ''Manga/UQHolder''. She can create a save point consisting of a burning stick in a mound of earth. If she dies, she goes back in time to when she made the save point, any injuries fully healed. She can take other people with her as well.


* ''TheLibrarians'' has a Save Point as the central conceit of the episode ''And The Point of Salvation'' -- a supercomputer gone crazy has trapped the team in a military base full of zombies, and every time one of them dies they reset back to the start.

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* ''TheLibrarians'' ''Series/TheLibrarians'' has a Save Point as the central conceit of the episode ''And The Point of Salvation'' -- a supercomputer gone crazy has trapped the team in a military base full of zombies, and every time one of them dies they reset back to the start.


* ''Franchise/FatalFrame'' had an old camera serve as the save point in the first game. The following games used variously designed lanterns to serve as save points. Averted with the fifth game, which uses AutoSave.

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* ''Franchise/FatalFrame'' ''VideoGame/FatalFrame'' had an old camera serve as the save point in the first game. The following games used variously designed lanterns to serve as save points. Averted with the [[VideoGame/FatalFrameVMaidenOfBlackWater fifth game, game]], which uses AutoSave.


* The save points of ''VideoGame/{{Undertale}}'' are marked as a yellow star. In-game description refers to it as the "character's determination".

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* The save points of ''VideoGame/{{Undertale}}'' are marked as a yellow star. In-game description refers to it as the "character's determination". They're even plot-critical, as several characters in-universe know you have the ability to undo your decisions any time you want, and that this technically makes you NighInvulnerable.


* The TurboGrafx16 version of ''[[VideoGame/MontyMole Impossamole]]'' has passwords after you complete a level, but in the Commodore version, you have only one life, no continues, and no saves. And of course, the game's very NintendoHard.

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* The TurboGrafx16 UsefulNotes/TurboGrafx16 version of ''[[VideoGame/MontyMole Impossamole]]'' has passwords after you complete a level, but in the Commodore version, you have only one life, no continues, and no saves. And of course, the game's very NintendoHard.

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* The ''VideoGame/[[Yakuza}}'' series uses phones, mostly but not exclusively phone booths. They also allow access to the item box, and depending on the game and point in the story, changing clothes and switching protagonists.


** Most of the old-style ''CV'' games used chapter-based saves, implemented through either passwords or savefiles. The big exception is the original ''VideoGame/{{Castlevania|I}}'' for NES, which had no saving at all except in the Japanese Disk System version. Ports and remakes usually give it a chapter-based system, which helps a bit. None of the GB games (''VideoGame/CastlevaniaCastlevaniaTheAdventure'', ''VideoGame/CastlevaniaIIBelmontsRevenge, or ''VideoGame/CastlevaniaLegends'') or UsefulNotes/WiiWare's 'VideoGame/CastlevaniaTheAdventureRebirth'' have saving either.

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** Most of the old-style ''CV'' games used chapter-based saves, implemented through either passwords or savefiles. The big exception is the original ''VideoGame/{{Castlevania|I}}'' for NES, which had no saving at all except in the Japanese Disk System version. Ports and remakes usually give it a chapter-based system, which helps a bit. None of the GB games (''VideoGame/CastlevaniaCastlevaniaTheAdventure'', (''VideoGame/CastlevaniaTheAdventure'', ''VideoGame/CastlevaniaIIBelmontsRevenge, or ''VideoGame/CastlevaniaLegends'') or UsefulNotes/WiiWare's 'VideoGame/CastlevaniaTheAdventureRebirth'' have saving either.

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