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[[AC: For the best experience, listen to [[https://www.youtube.com/watch?v=toOK1o8kkE8 this]] while reading.]]



In the former, saving occurs only at certain breaks in the action, particularly at the end of a GameLevel or chapter in the storyline. When play continues, a new level can be loaded "fresh": the state of the game will be the same for any player. Thus, all the saved game needs to contain is the number of the current level, and a comparatively small set of flags indicating whether various optional or level-independent tasks have been completed. Note that most FPS games do not let the player carry the weapons he has retrieved from chapter to chapter, eliminating the need even to track inventory in the saved game. Other genres may need to record inventory, but can still do away with recording the location of the player and enemies, as well as tracking health.

In the latter, the player can only save the game to disk or password at certain special locations in the game geography. These locations are specially marked and few in number, so, again, the game need only record the number of the current save point. This model is more common in games that [[RespawningEnemies do not track the movement and state of individual enemies once they are outside of the current room]] -- when the player re-enters a room, they will generally find that the enemies have returned to their original positions. The save point often also acts to [[HealingCheckpoint restore the player's health]], so their state of wellbeing needs not be recorded in the save data. The game may allow the player to save only when they are at a save point, or it may allow saving at any time, but act as if the player had implicitly returned to the nearest save point upon restoring the game.

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In the former, saving occurs only at certain breaks in the action, particularly at the end of a GameLevel or chapter in the storyline. When play continues, a new level can be loaded "fresh": the state of the game will be the same for any player. Thus, all the saved game needs to contain is the number of the current level, and a comparatively small set of flags indicating whether various optional or level-independent tasks have been completed. Note that most FPS games do not let the player players carry the weapons he has they have retrieved from chapter to chapter, eliminating the need even to track inventory in the saved game. Other genres may need to record inventory, but can still do away with recording the location of the player and enemies, as well as tracking health.

In the latter, the player can only save the game to disk or password at certain special locations in the game geography. These locations are specially marked and few in number, so, again, the game need only record the number of the current save point. This model is more common in games that [[RespawningEnemies do not track the movement and state of individual enemies once they are outside of the current room]] -- when the player re-enters a room, they will generally find that the enemies have returned to their original positions. The save point often also acts to [[HealingCheckpoint restore the player's health]], so their state of wellbeing needs not be recorded in the save data. The game may allow the player to save only when they are at a save point, or it may allow saving at any time, time or whenever the player makes some progress (such as getting an upgrade, defeating a boss etc.), but act as if the player had implicitly returned to the nearest save point upon restoring the game.



A Save Point is a kind of CheckPoint. Some games with them also have [[SaveToken Save Tokens]], either offering the tokens as an alternate way to save, or forcing the player to be at a Save Point ''and'' have a Token to save. If saving is worked into the game's story, it's a JustifiedSavePoint. A {{subversion}} of a Save Point can be a TreacherousCheckpoint.

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A Save Point is a kind of CheckPoint. Some games with them also have [[SaveToken Save Tokens]], {{Save Token}}s, either offering the tokens as an alternate way to save, or forcing the player to be at a Save Point ''and'' have a Token to save. If saving is worked into the game's story, it's a JustifiedSavePoint. A {{subversion}} of a Save Point can be a TreacherousCheckpoint.



* ''VideoGame/BillyBladeAndTheTempleOfTime'': Large, rotating disks on the ground with a red sun in the center. [[PlayerCharacter Billy]] can stand on them to activate them, saving the game and replenishing his health.

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* ''VideoGame/BillyBladeAndTheTempleOfTime'': Large, ''VideoGame/BillyBladeAndTheTempleOfTime'' features large, rotating disks on the ground with a red sun in the center. center which [[PlayerCharacter Billy]] can stand on them to activate them, saving the game and replenishing his health.



** 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 has 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/CastlevaniaTheAdventure'', ''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 use chapter-based saves, implemented through either passwords or savefiles. The big exception is the original ''VideoGame/{{Castlevania|I}}'' ''VideoGame/CastlevaniaI'' for NES, which has 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/CastlevaniaTheAdventure'', ''VideoGame/CastlevaniaIIBelmontsRevenge, or ''VideoGame/CastlevaniaLegends'') or UsefulNotes/WiiWare's 'VideoGame/CastlevaniaTheAdventureRebirth'' have saving either.



* In possibly the most FourthWallBreaking way possible, save points in ''VideoGame/CaveStory'' are [[BiggerIsBetter large]], [[SpectacularSpinning spinning]] [[MagicFloppyDisk floppy-disks]].
* In ''VideoGame/{{Eastward}}'', refrigerators acts as the use for manual saves, with each of them discussing the current progress before going silent and allowing to save.

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* In possibly the most FourthWallBreaking way possible, save points in ''VideoGame/CaveStory'' features large, spinning floppy disks you can interact with to save your current game.
* You can save progress in ''VideoGame/CrimsonGlaiveSigma'' by touching pods scattered around the station, such as the one the player character drops out of at the beginning. They
are [[BiggerIsBetter large]], [[SpectacularSpinning spinning]] [[MagicFloppyDisk floppy-disks]].
marked on your map with an "S" and each one will also [[HealingCheckpoint dispense a life refill]] if you have activated a different one beforehand.
* In ''VideoGame/{{Eastward}}'', refrigerators acts act as the use for manual saves, with each of them discussing the current progress before going silent and allowing to save.



* The video and PC games based on the ''VideoGame/HarryPotter'' movies featured save books, enchanted books floating in midair at which the game could be saved. The first game in the series included the books along the path of action, which was much more strictly guided than the later games; this was rather obnoxious because unless you continued playing until you reached the next save book, you would lose anything you had achieved since you reached the previous one. The later games were wisely outfitted with a handful of permanent save books around the school, which could be utilized at any time.

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* The video and PC games based on the ''VideoGame/HarryPotter'' movies featured feature save books, enchanted books floating in midair at which save the game could be saved. when you touch them. The first game in the series included includes the books along the path of action, which was is much more strictly guided than the later games; this was rather obnoxious because unless you continued playing until you reached games, but the next save book, you would lose anything you had achieved since you reached the previous one. The later games were are wisely outfitted with a handful of permanent save books around the school, which could can be utilized used at any time.



* ''VideoGame/InexistenceRebirth'': Fountains serve this purpose in the game, along with refilling your health. You can also teleport between them.
* ''VideoGame/IntrepidIzzy'': These take the form of a magic possum sitting in a tent with a crystal ball.

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* %%* ''VideoGame/InexistenceRebirth'': Fountains serve this purpose in the game, along with refilling your health. You can also teleport between them.
*
them. %%Missing purpose of fountains.
%%*
''VideoGame/IntrepidIzzy'': These take the form of a magic possum sitting in a tent with a crystal ball.ball. %%Missing context: What does the magic possum do.



** ''VideoGame/TheLegendOfZeldaMajorasMask'': The game makes use of these due to its special time-based gameplay. There are Owl Statues throughout towns and places where you can [[SuspendSave save-and-quit]] (but not perform permanent saves), including in areas next to temple entrances. The owls will also only open up if you strike them with your sword in Human Link form. Normal saving is done by using the Ocarina to go back in time, which means you can't save at all until you get it back (and since Deku Link, like the other alternate forms of Link, cannot use the sword, the Owl Statues cannot be activated to use the temporary save either). You also learn a song early in the game that [[WarpWhistle takes you immediately to any Owl Statue]] to save quickly or warp to a place easily, making them handy checkpoints to have. The VideoGameRemake changes the owl statues into regular ''Skyward Sword''–style save points, which are the only way to save (as the Song of Time merely resets the cycle).
** ''VideoGame/TheLegendOfZeldaSkywardSword'': The game features bird statues that serve as save points. The statues also double as warp points between Hyrule and Skyloft or as {{Escape Rope}}s in dungeons.
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The game requires going to a weather vane to save. Thankfully, they also serve as WarpWhistle destinations, and there's one at the entrance of every dungeon, so it's always easy to reach one. They also [[NoticeThis squawk and spin around]] as a reminder to save after important events or accomplishments.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'': The game makes use of these due to its special time-based gameplay. There In ''VideoGame/TheLegendOfZeldaMajorasMask'', there are Owl Statues throughout towns and places where you can [[SuspendSave save-and-quit]] (but not perform permanent saves), including in areas next to temple entrances. The owls will also only open up if you strike them with your sword in Human Link form. Normal saving is done by using the Ocarina to go back in time, which means you can't save at all until you get it back (and since Deku Link, like the other alternate forms of Link, cannot use the sword, the Owl Statues cannot be activated to use the temporary save either). You also learn a song early in the game that [[WarpWhistle takes you immediately to any Owl Statue]] to save quickly or warp to a place easily, making them handy checkpoints to have. The VideoGameRemake changes the owl statues into regular ''Skyward Sword''–style save points, which are the only way to save (as the Song of Time merely resets the cycle).
** ''VideoGame/TheLegendOfZeldaSkywardSword'': The game ''VideoGame/TheLegendOfZeldaSkywardSword'' features bird statues that serve as save points. The statues also double as warp points between Hyrule and Skyloft or as {{Escape Rope}}s in dungeons.
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The game ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' requires going to a weather vane to save. Thankfully, they also serve as WarpWhistle destinations, and there's one at the entrance of every dungeon, so it's always easy to reach one. They also [[NoticeThis squawk and spin around]] as a reminder to save after important events or accomplishments.



* ''VideoGame/{{Okami}}'': The game has both types, with Save Points in the form of "Origin Mirrors" (which also top up your health and ink when stepped on), and generally being asked if you want to save after a boss battle. The larger mirrors, found in the starter area of towns and other major locations, also work as warp points once a special ability is purchased in the Imperial Palace in Sei-an City.
* ''VideoGame/OneDogStory'': These take the form of vending machine-looking things called "Save Points". Using them will cost 3 mutagens.

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* ''VideoGame/{{Okami}}'': The game ''VideoGame/{{Okami}}'' has both types, with Save Points in the form of "Origin Mirrors" (which also top up your health and ink when stepped on), and generally being asked if you want to save after a boss battle. The larger mirrors, found in the starter area of towns and other major locations, also work as warp points once a special ability is purchased in the Imperial Palace in Sei-an City.
* ''VideoGame/OneDogStory'': These take the form of ''VideoGame/OneDogStory'' has vending machine-looking things called "Save Points". Using them will cost costs 3 mutagens.



* ''VideoGame/SuperPandaAdventures'': These are represented by a yellow gemstone on a pedestal between two candelabras.
* ''VideoGame/ShadowOfTheColossus'' features both types. The game asks you if you want to save after you defeat each colossus (storyline progression) but you can also find save altars throughout the environment (geography). The altars are rarely needed though, as you get checkpoints before every colossus.

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* %%* ''VideoGame/SuperPandaAdventures'': These are represented by a yellow gemstone on a pedestal between two candelabras.
candelabras. %%Missing function of the yellow gemstones.
* ''VideoGame/ShadowOfTheColossus'' features both types. The game asks you if you want to save after you defeat each colossus (storyline progression) but you can also find save altars throughout the environment (geography).environment. The altars are rarely needed though, as you get checkpoints before every colossus.



* Save points in ''VideoGame/AnUntitledStory'' are represented in the form of strange statues. [[WarpWhistle With the proper upgrade]], players can use them as teleporters. They also [[HealingCheckpoint completely restore your health]].
* ''VideoGame/ValdisStoryAbyssalCity'' has the statues of the titular lady to save your game, refill health, life, and magic potions.

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* Save points in ''VideoGame/AnUntitledStory'' are represented in the form of features strange statues. statues which will [[HealingCheckpoint restore all your health]] and save your progress when you press down in front of them (which also makes you duck once you find an upgrade to do so, so you're essentially bowing down to them). With the [[WarpWhistle With the proper upgrade]], players can also use them as teleporters. They also [[HealingCheckpoint completely restore your health]].
With higher difficulty levels some save statues are removed.
* ''VideoGame/ValdisStoryAbyssalCity'' has the statues of the titular eponymous lady to save your game, game and refill health, life, and magic potions.



* ''VideoGame/FerazelsWand'' is just plain evil about this. Every so often you'll find a statue plinth, and standing on the plinth saves the game and creates a statue of you. [[SaveGameLimits Each plinth can never be used again]] unless you restart the game from the beginning--and this is a game with a ''lot'' of hidden goodies in side areas, which would encourage replaying old levels if there weren't so few opportunities to save your progress from those replays.

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* ''VideoGame/FerazelsWand'' is just plain evil about this. Every so often in ''VideoGame/FerazelsWand'', you'll find a statue plinth, and standing on the plinth saves the game and creates a statue of you. [[SaveGameLimits Each plinth can never be used again]] unless you restart the game from the beginning--and this is a game with a ''lot'' of hidden goodies in side areas, which would encourage replaying old levels if there weren't so few opportunities to save your progress from those replays.



* ''VideoGame/AriasStory'': makes use of blue quills as its' save areas.
* ''VideoGame/BrokenReality'': The SAVED VIP vending machines scattered around all of NATEM.
* ''VideoGame/EternityTheLastUnicorn'': Bonfires serves as savepoints, and when you save your onscreen character takes a seat around the flames.

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* ''VideoGame/AriasStory'': ''VideoGame/AriasStory'' makes use of blue quills as its' its save areas.
* %%* ''VideoGame/BrokenReality'': The SAVED VIP vending machines scattered around all of NATEM.
NATEM. %%Missing function of SAVED VIP machines.
* ''VideoGame/EternityTheLastUnicorn'': Bonfires In ''VideoGame/EternityTheLastUnicorn'', bonfires serves as savepoints, and when you save your onscreen character takes a seat around the flames. flames.



* ''VideoGame/MissingChildren'': Yamada serves this role. You can talk to him at the police station and select "Save Game".

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* ''VideoGame/MissingChildren'': Yamada serves this role. You In ''VideoGame/MissingChildren'', you can talk to him Yamada at the police station and select "Save Game".



* ''VideoGame/{{Marathon}}'' contains "[[Franchise/StarTrek Pattern Buffers]]."
* Subversion: The PC version of ''VideoGame/{{Turok}} 2'' still has the save points from the N64 version, but also allows you to save anywhere.

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* ''VideoGame/{{Marathon}}'' contains "[[Franchise/StarTrek Pattern Buffers]]."
Buffers]]" that save your progress when you interact with them.
* Subversion: The PC version of ''VideoGame/{{Turok}} 2'' still has the save points from the N64 version, but also allows you to save anywhere.



* ''VideoGame/CastleInTheDarkness'' has these in the form of angel statues holding a giant blue gem. At them, the PlayerCharacter can either save or equip.
* ''VideoGame/ClunkyHero'': These take the form of a lamppost with a lit lantern hanging from it.

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* ''VideoGame/CastleInTheDarkness'' has these in the form of angel statues holding a giant blue gem. At them, the PlayerCharacter can either save or equip.
* %%* ''VideoGame/ClunkyHero'': These take the form of a lamppost with a lit lantern hanging from it.it. %%Missing function of lampposts.



** ''VideoGame/CrashBandicoot2CortexStrikesBack'': This game set the tradition in itself and subsequent games of featuring a HubLevel from which all levels (including bosses) can be unlocked and accessed, which also allows the implementation of a save point that not only records your level completion but also all major collectibles (Gems and Crystals, as well as the Time Relics in ''VideoGame/CrashBandicoot3Warped'' and onward).
* ''VideoGame/GiraffeAndAnnika'': Mrs. Saves serve this purpose in the game. They have impeccable memory.

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** ''VideoGame/CrashBandicoot2CortexStrikesBack'': This game ''VideoGame/CrashBandicoot2CortexStrikesBack'' set the tradition in itself and subsequent games of featuring a HubLevel from which all levels (including bosses) can be unlocked and accessed, which also allows the implementation of a save point that not only records your level completion but also all major collectibles (Gems and Crystals, as well as the Time Relics in ''VideoGame/CrashBandicoot3Warped'' and onward).
*
onward).
%%*
''VideoGame/GiraffeAndAnnika'': Mrs. Saves serve this purpose in the game. They have impeccable memory. %%Missing purpose of Mrs. Saves.



* ''VideoGame/{{Iji}}'' features level-end screens as points at which players can save progress.



* The difficulty levels in ''VideoGame/IWannaBeTheGuy'' differ only by the number of save points available. The save points only available on the easiest difficulty, "Medium", are [[EasyModeMockery labeled "Wuss"]]. The only save point in [[HarderThanHard "Impossible"]] is the one [[ChestMonster that tries to kill you]], though it's possible to use it to save because of a glitch, for one frame.

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* The difficulty levels in ''VideoGame/IWannaBeTheGuy'' differ only by the number of save points available.available, which you activate by shooting them. The save points only available on the easiest difficulty, "Medium", are [[EasyModeMockery labeled "Wuss"]]. The only save point in [[HarderThanHard "Impossible"]] is the one [[ChestMonster that tries to kill you]], though it's possible to use it to save because of a glitch, for one frame.



* In ''VideoGame/LegacyOfTheWizard'' (an acknowledged inspiration for ''La-Mulana''), you could save and reload only by talking to the grandparents in the family home.
* ''Franchise/MegaMan'': The first ''VideoGame/MegaManZero'' as well as the ''VideoGame/MegaManZX'' games have elements of {{Metroidvania}} to them, and thus provide save rooms.

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* In ''VideoGame/LegacyOfTheWizard'' (an acknowledged inspiration for ''La-Mulana''), ''VideoGame/LegacyOfTheWizard'', you could can save and reload only by talking to the grandparents in the family home.
* ''Franchise/MegaMan'': The first ''VideoGame/MegaManZero'' ''VideoGame/MegaManZero1'' as well as the ''VideoGame/MegaManZX'' games have elements of {{Metroidvania}} to them, and thus provide save rooms.



** Most games from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations", which are almost always small rooms with no enemies.[[note]]Though during the endgame [[StealthBasedGame stealth]] [[UnexpectedGameplayChange segment]] of ''VideoGame/MetroidZeroMission'', enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will be temporarily disabled until you've ditched them.[[/note]] The exception to this is the aforementioned second game and [[VideoGame/MetroidSamusReturns its remake]], which just have their save points out in the open (albeit away from enemy spawn points).
** Samus Aran's gunship is also a save point of its own (and completely recharges all ammunition on top of that). In ''VideoGame/MetroidPrimeHunters'', the gunship is the ''only'' resource for saving your progress thanks to save rooms being absent.

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** Most games from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations", which are almost always small rooms with no enemies.[[note]]Though during the endgame [[StealthBasedGame stealth]] {{stealth|BasedMission}} [[UnexpectedGameplayChange segment]] of ''VideoGame/MetroidZeroMission'', enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will be temporarily disabled until you've ditched you ditch them.[[/note]] The exception to this is the aforementioned second game and [[VideoGame/MetroidSamusReturns its remake]], which just have their save points out in the open (albeit away from enemy spawn points).
** Samus Aran's gunship is also a save point of its own (and completely recharges all ammunition on top of that). In ''VideoGame/MetroidPrimeHunters'', the gunship is the ''only'' resource for saving your progress thanks to save rooms being absent.



* (Currently Pictured) The platforming spin-off of ''Franchise/{{Disgaea}}'', ''VideoGame/PrinnyCanIReallyBeTheHero'' and its sequel do something a little different. Defeating the tutorial boss gives you a Soul that unlocks the Save NPC at the base, usually a Prinny holding up a large sign that says "Save" on it.

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* (Currently Pictured) The platforming spin-off of ''Franchise/{{Disgaea}}'', ''VideoGame/PrinnyCanIReallyBeTheHero'' and its sequel do something a little different. Defeating the tutorial boss gives you a Soul that unlocks the Save NPC at the base, usually a Prinny holding up a large sign that says "Save" on it.



* In the Tomba series, you can only save whenever you see a signpost with the name of the location that you are in. Fortunately, it also automatically heals you for the next time you load the save file.
* The ''VideoGame/TreasureHunterMan'' series of ''VideoGame/TreasureHunterMan1'' and ''VideoGame/TreasureHunterMan2'': These are books, also {{heal|ingCheckpoint}} the protagonists when activated.

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* In the Tomba ''VideoGame/{{Tomba}}'' series, you can only save whenever you see a signpost with the name of the location that you are in. Fortunately, it also automatically heals you for the next time you load the save file.
* %%* The ''VideoGame/TreasureHunterMan'' series of ''VideoGame/TreasureHunterMan1'' and ''VideoGame/TreasureHunterMan2'': These are books, also {{heal|ingCheckpoint}} the protagonists when activated.activated. %%Missing context: What the books are.



[[folder:Roguelikes]]
* ''VideoGame/DwarfFortress'' dumps the player back at the title screen after saving, although it does allow periodic autosaves and a single backup of the previous save point. Additionally, only one save game may be maintained per world (though the player can generate as many independent worlds as they like). This is probably less about save space and more about "playing the world," as the creators put it. The game saves everything, even the screen location, at any point in time. Perhaps it is a technical limitation in terms of having two games running in the same world, though.
* The Nintendo DS game ''VideoGame/IzunaLegendOfTheUnemployedNinja'' is similar, but easier on quitting without saving, instead just taking everything you have that wasn't holed up in storage.
* ''VideoGame/NetHack'' and most other roguelikes only permits save-and-exit, and restores the player's most recently saved position automatically when the game is restarted.
[[/folder]]



* ''VideoGame/BarkleyShutUpAndJamGaiden'' uses savepoints that looked like fuel pumps; the pumps went on a multi-screen tirade about what's wrong with modern games, [[HypocriticalHumor including having to go through multi-screen tirades when trying to save]]. The final save point throws a pop quiz the sees if you read the [[WallOfText Walls of Text]] and gives you an item for completing it. You need to collect all four library cards to use it. [[spoiler: As a joke, the library cards aren't part of a GottaCatchThemAll puzzle.]]
* In ''VideoGame/BoxxyQuestTheGatheringStorm'', you can save at any of the Goddess Statues you find scattered around the world. This is different from the prequel, in which you could save whenever you wanted. An NPC in the first town [[HandWave Hand Waves]] the change as being a side-effect of the Goddess Spires running out of energy in the first game's climax. (Later on, you gain a portable statuette that restores this feature... [[TooAwesomeToUse but only once]]).
* ''VideoGame/BreathOfFireDragonQuarter'' lets the player save the game in two ways. The first method is through a Save Booth. These devices are installed at specific locations, require a very-limited-quantity inventory item to use, and always save to the same file to prevent SaveScumming. The second is the {{Roguelike}} method, which exists only to allow the player to take a break without leaving the game running.
* The Save Points in ''VideoGame/ChronoCross'' and ''VideoGame/{{Xenogears}}'' are actually [[GameplayAndStoryIntegration part of the storyline.]] The predecessor ''VideoGame/ChronoTrigger'' has these as well, plus two traps in them. One is actually a monster, and another attracts monsters. But thankfully these only appear once each.

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* ''VideoGame/BarkleyShutUpAndJamGaiden'' uses savepoints that looked look like fuel pumps; the pumps went which will go on a multi-screen tirade about what's wrong with modern games, [[HypocriticalHumor including having to go through multi-screen tirades when trying to save]]. The final save point throws a pop quiz the sees if you read the [[WallOfText Walls of Text]] and gives you an item for completing it. You need to collect all four library cards to use it. [[spoiler: As [[spoiler:As a joke, the library cards aren't part of a GottaCatchThemAll puzzle.]]
* In ''VideoGame/BoxxyQuestTheGatheringStorm'', you can save at any of the Goddess Statues you find scattered around the world. This is different from the prequel, in which you could save whenever you wanted. An NPC in the first town [[HandWave Hand Waves]] {{Hand Wave}}s the change as being a side-effect of the Goddess Spires running out of energy in the first game's climax. (Later on, you gain a portable statuette that restores this feature... [[TooAwesomeToUse but only once]]).
* ''VideoGame/BreathOfFireDragonQuarter'' lets the player save the game in two ways. The first method is through a Save Booth. These devices are installed at specific locations, require a very-limited-quantity inventory item to use, and always save to the same file to prevent SaveScumming. The second is the {{Roguelike}} SuspendSave method, which exists only to allow the player to take a break without leaving the game running.
* %%* The Save Points in ''VideoGame/ChronoCross'' and ''VideoGame/{{Xenogears}}'' are actually [[GameplayAndStoryIntegration part of the storyline.]] The predecessor %%Missing context: What the save points are how they are part of the storyline. Also, disparate works shouldn't be written as one example.
*
''VideoGame/ChronoTrigger'' has these as well, plus two traps features sparkling spots which enable both the save option in the menu and using the shelter (to recover your HP and MP) when you stand on them. Both actions are also available at any time on the {{overworld|NotToScale}}. One save point is actually a monster, and another attracts monsters. But monsters, but thankfully these only appear once each.each.
* ''VideoGame/{{Deltarune}}'' carries over the save point system from ''Undertale'', but uses white stars with teal outlines instead of yellow stars with black outlines. This time, the in-game description describes various, oftentimes comedic powers related to the current situation shining within or otherwise filling Kris.



* In ''VideoGame/DragonQuest'' 1-3 saving was done by talking with the rulers of the kingdoms around the world. 4 onward, it was made much more convienent, being able to save at the much more frequent churches instead.
* In the ''VideoGame/EtrianOdyssey'' games from the second onward, there are two ways to save: In the town's inn (which requires a small payment), and by touching the Geomagnetic Poles found in the Yggdrasil (namely in the first floor of each stratum except the first). These Poles take the form of a pink-colored source of energy elevating to the sky (or ceiling, depending on the stratum's setting), and also serve as handy warp points between the town and Yggdrasil. In the third and fourth games, Geomagnetic Poles can also be found in the overworld, having the same benefits as those of the labyrinths. However, ''VideoGame/EtrianOdysseyNexus'' averts the trope with them, as their only purpose is to connect each conquered Shrine with the next uncharted part of Lemuria; the only save points present in the game are the inn at Maginia, an emergency save option between two bosses in Lush Woodlands, and a camp in the third floor of Primitive Jungle (which becomes useless after the player's party manages to return safely to the second floor).

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* In ''VideoGame/DragonQuest'' 1-3 1-3, saving was is done by talking with the rulers of the kingdoms around the world. 4 onward, it was is made much more convienent, being able to save at the much more frequent churches instead.
instead.
* ''VideoGame/{{Dubloon}}'' lets you save your game by interacting with the logbooks scattered around the game world.
* In the ''VideoGame/EtrianOdyssey'' games from the second onward, there are two ways to save: In the town's inn (which requires a small payment), and by touching the Geomagnetic Poles found in the Yggdrasil (namely in the first floor of each stratum except the first). These Poles take the form of a pink-colored source of energy elevating to the sky (or ceiling, depending on the stratum's setting), and also serve as handy warp points between the town and Yggdrasil. In the third and fourth games, Geomagnetic Poles can also be found in the overworld, having the same benefits as those of the labyrinths. However, ''VideoGame/EtrianOdysseyNexus'' averts the trope with them, as in ''VideoGame/EtrianOdysseyNexus'', their only purpose is to connect each conquered Shrine with the next uncharted part of Lemuria; the only save points present in the game are the inn at Maginia, an emergency save option between two bosses in Lush Woodlands, and a camp in the third floor of Primitive Jungle (which becomes useless after the player's party manages to return safely to the second floor).



** ''VideoGame/FinalFantasyVII'' threw in a mild twist by giving the player an item that let them place one save point anywhere in the game's final dungeon.
** In ''VideoGame/FinalFantasyVI'' the Save Points were just an arbitary addition (There's a [[GoodBadBugs glitch]] that lets you save anywhere where the Party splits up by having one team stand on a Save Point, then switching teams without moving, including the Last Dungeon), so they could've just given the player the ability to save anywhere.
** 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 remakes for GBA and PSP let you save anywhere, any time, and provide many save slots. ''VideoGame/FinalFantasyIII'' for DS (and subsequent ports), on the other hand, ''only'' lets you save in the overworld, resulting in [[MarathonLevel an infamously long final dungeon]].

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** ''VideoGame/FinalFantasyVII'' threw in a mild twist by giving gives the player an item that let them place one save point anywhere in the game's final dungeon.
** In ''VideoGame/FinalFantasyVI'' the Save Points were are just an arbitary addition (There's addition; there's a [[GoodBadBugs glitch]] that lets you save anywhere where the Party splits up by having one team stand on a Save Point, then switching teams without moving, including the Last Dungeon), Dungeon, so they could've just given the player the ability to save anywhere.
** In the case of early FF ''Final Fantasy'' 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 remakes for GBA and PSP let you save anywhere, any time, and provide many save slots. ''VideoGame/FinalFantasyIII'' for DS (and subsequent ports), on the other hand, ''only'' lets you save in the overworld, resulting in [[MarathonLevel an infamously long final dungeon]].



** In ''VideoGame/FinalFantasyXIII'', the player is given the option of saving in-between chapters. Save points no longer heal, but the party members are fully healed after each successful battle. Vendor [=NPCs=] do not exist, but save points allow shopping and upgrading (or dismantling) equipment. Only the save option is selectable when accessing it while on a Chocobo (who happens to temporarily become the sole party member).

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** In ''VideoGame/FinalFantasyXIII'', the player is given the option of saving in-between chapters. Save points no longer heal, but the party members are [[AfterCombatRecovery fully healed after each successful battle.battle]]. Vendor [=NPCs=] do not exist, but save points allow shopping and upgrading (or dismantling) equipment. Only the save option is selectable when accessing it while on a Chocobo (who happens to temporarily become the sole party member).



* ''VideoGame/LastScenario'' features large glowing, floating stones which allow both saving your game and camping with single-use tents to recover all your party's lost HP and MP. Well into the game, your party raids a facility which turns to be where all these precious save stones are produced.



* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen. The ability to save anywhere was also kept in the remake of ''VideoGame/MarioAndLuigiSuperstarSaga'', but ultimately removed again for the remake of ''VideoGame/MarioAndLuigiBowsersInsideStory''.

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* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen. The ability to save anywhere was is also kept in the remake of ''VideoGame/MarioAndLuigiSuperstarSaga'', but ultimately removed again for the remake of ''VideoGame/MarioAndLuigiBowsersInsideStory''.



* ''VideoGame/PhantasyStarII'' had Data Memory banks, where players could save their game with the in-game explanation being that you are uploading your memories to a database. Meanwhile, ''VideoGame/PhantasyStarIII'' only allowed you to save your game if you decide to stay at an inn, thus making saving cost money, [[AdamSmithHatesYourGuts which becomes more costly the further into the game you progress]]. ''VideoGame/PhantasyStarI'' and ''VideoGame/PhantasyStarIV'' let you save your game anywhere.

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* ''VideoGame/PhantasyStarII'' had Data Memory banks, where players could can save their game with the in-game explanation being that you are uploading your memories to a database. Meanwhile, ''VideoGame/PhantasyStarIII'' only allowed allows you to save your game if you decide to stay at an inn, thus making saving cost money, [[AdamSmithHatesYourGuts which becomes more costly the further into the game you progress]]. ''VideoGame/PhantasyStarI'' and ''VideoGame/PhantasyStarIV'' let you save your game anywhere.



** ''VideoGame/ShinMegamiTenseiIIINocturne'' had the Terminals, which served not only as Save Points, but also warp points (the player can instantly teleport himself from one terminal to another). This comes in handy later when you need to revisit certain locations.
** ''VideoGame/ShinMegamiTenseiI'' had your home computer as the only save point at first, then later also had Terminals which also served as warp points. In this case, these were ''computer'' terminals which were part of the teleportation network Stephen was working to develop before everything went to hell (almost literally, as the experiments accidentally connected to the demon world of Makai, which started it all).

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** ''VideoGame/ShinMegamiTenseiIIINocturne'' had has the Terminals, which served serve not only as Save Points, but also warp points (the player can instantly teleport himself themself from one terminal to another). This comes in handy later when you need to revisit certain locations.
** ''VideoGame/ShinMegamiTenseiI'' had has your home computer as the only save point at first, then later also had has Terminals which also served serve as warp points. In this case, these were are ''computer'' terminals which were are part of the teleportation network Stephen was working to develop before everything went to hell (almost literally, as the experiments accidentally connected to the demon world of Makai, which started it all).



* ''VideoGame/QuestArrest'': The game has these in the form of floating crystals. [[PlayerCharacter Detective Bennett]] can use these to save the game and regenerate health.

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* ''VideoGame/QuestArrest'': The game has these in the form of floating crystals. In ''VideoGame/QuestArrest'', [[PlayerCharacter Detective Bennett]] can use these floating crystals to save the game and regenerate health.



* ''VideoGame/{{Suikoden}}'' games allow you to save at inns, as well as Journeyman Crystals in various dungeons and other places. In one instance in the second game, a student of Greenhill Academy served as a temporary save point before a boss fight.

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* ''VideoGame/{{Suikoden}}'' games allow you to save at inns, as well as Journeyman Crystals in various dungeons and other places. In one instance in the second game, a student of Greenhill Academy served serves as a temporary save point before a boss fight.



** ''VideoGame/TalesOfEternia'' implements a "Load Point" system, in which you can save anywhere in the dungeon and keep your experience and items, but will reload at the last-checked Load Point.



** ''VideoGame/TalesOfEternia'' implemented a "Load Point" system, in which you could save anywhere in the dungeon and keep your experience and items, but would reload at the last-checked Load Point.

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** ''VideoGame/TalesOfEternia'' implemented * ''VideoGame/{{Transistor}}'': Accessing an Access Point initiates a "Load Point" system, in which you could save anywhere in save, and so does leaving the dungeon and keep your experience and items, but would reload at the last-checked Load Point.Function configuration menu such accessing opens.



* ''VideoGame/{{Deltarune}}'', ''Undertale'''s sister game, carries over the save point system, but uses white stars with teal outlines instead of yellow stars with black outlines. This time, the in-game description describes various, oftentimes comedic powers related to the current situation shining within or otherwise filling Kris.
* ''VideoGame/{{Transistor}}'': Accessing an Access Point initiates a save, and so does leaving the Function configuration menu such accessing opens.



* In ''VideoGame/AlienIsolation'', you save your progress by finding a phone terminal that beeps every few seconds and punching your data card in. The process takes a few seconds during which Amanda is a sitting duck to the xenomorph and other hostiles, and when successful disables the terminal for a minute or so. The prompt that appears when you're facing one also warns you when there are enemies nearby.



* The reverse-survival horror game ''VideoGame/{{Carrion}}'' has glowing cracks in the Relith Science Installation's walls, which the player character-a betentacled, amorphous blob of tendrils and teeth-infests with a MeatMoss-encircled LampreyMouth. To save, you allow it to ''eat you,'' and you respawn by having it ''vomit you back out.''

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* In ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'', you save progress by staring at a distinct symbol of an eye with a flaming pupil drawn in various places.
* The reverse-survival horror game ''VideoGame/{{Carrion}}'' has glowing cracks in the Relith Science Installation's walls, which the player character-a character -- a betentacled, amorphous blob of tendrils and teeth-infests teeth -- infests with a MeatMoss-encircled LampreyMouth. To save, you allow it to ''eat you,'' and you respawn by having it ''vomit you back out.''



* ''VideoGame/ColdFear'' features a very frustrating checkpoint system, consisting of 25 one-time saves, all of which are scripted to certain doors (usually leading to a cutscene or an increase in difficulty). These are spread through the game in such a way as to follow the linear plot, but in fact can be triggered - and [[PermanentlyMissableContent lost]] - by walking through the wrong door at the wrong time. This means potentially [[CheckpointStarvation stripping sizeable portions of the game from any form of saving whatsoever]].

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* ''VideoGame/ColdFear'' features a very frustrating checkpoint system, consisting of 25 one-time saves, all of which are scripted to certain doors (usually leading to a cutscene or an increase in difficulty). These are spread through the game in such a way as to follow the linear plot, but in fact can be triggered - -- and [[PermanentlyMissableContent lost]] - -- by walking through the wrong door at the wrong time. This means potentially [[CheckpointStarvation stripping sizeable portions of the game from any form of saving whatsoever]].



* ''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 [[VideoGame/FatalFrameMaidenOfBlackWater the fifth game]], which uses AutoSave.

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



* ''VideoGame/{{Hollowbody}}'' has phones found through the exclusion zone.
* ''VideoGame/HollowCocoon'' makes use of red colored talismans as its' save points. Interestingly, they can used to repel the entity chasing Minato though it comes at the cost of being able to save the more times this mechanic is used.

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* %%* ''VideoGame/{{Hollowbody}}'' has phones found through the exclusion zone.
zone. %%Missing function of these phones.
* ''VideoGame/HollowCocoon'' makes use of red colored talismans as its' save points. Interestingly, they can used to repel the entity chasing Minato Minato, though it comes at the cost of being able to save the more times this mechanic is used.



* ''VideoGame/LivestreamEscapeFromHotelIzanami'': For some reason, making calls on telephones strewn about the titular hotel will save your game.

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* ''VideoGame/LivestreamEscapeFromHotelIzanami'': For some reason, making calls on telephones strewn about the titular eponymous hotel will save your game.



* ''VideoGame/MyFriendlyNeighborhood'' has the save stations in the save rooms which utilize SaveGameLimits in the form of tokens that can also be used with the health stations.
* ''VideoGame/TheNightWayHome'': This is one of the purposes pay phones serve in the game.
* ''VideoGame/NinjaOutbreak'': A circle of red and green light on the floor serves this purpose. You just walk over them, and your game's saved.
* ''VideoGame/{{Observo}}'': Desks serve this role in the game, like the one in Room 9 (the room Edgar checked into), and the one in the lost and found.

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* ''VideoGame/MyFriendlyNeighborhood'' has the save stations in the save rooms which utilize use SaveGameLimits in the form of tokens that can also be used with the health stations.
* %%* ''VideoGame/TheNightWayHome'': This is one of the purposes pay phones serve in the game.
game. %%Missing purpose of pay phones.
* ''VideoGame/NinjaOutbreak'': A In ''VideoGame/NinjaOutbreak'', you walk over a circle of red and green light on the floor serves this purpose. You just walk over them, and your game's saved.
* %%* ''VideoGame/{{Observo}}'': Desks serve this role in the game, like the one in Room 9 (the room Edgar checked into), and the one in the lost and found.found. %%Missing role of desks.



* ''Franchise/ResidentEvil'' not only constrains saving to a small number of special locations, but requires the player to expend a certain inventory item each time he saves. The paucity with which these items are provided, coupled with the inventory limit, makes for a very trying game experience. This does not apply to ''VideoGame/ResidentEvil4'', which retains the limited number of locations but does away with the inventory items... most fans saw this as a boon. The [[VideoGame/ResidentEvil5 fifth game]] does away with it completely, automatically saving every time you pass a checkpoint. The [[VideoGame/ResidentEvil7Biohazard seventh game]] (and the remakes of [[VideoGame/ResidentEvil2Remake the second]] and [[VideoGame/ResidentEvil3Remake the third 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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* ''Franchise/ResidentEvil'' not only constrains saving to a small number of special locations, but requires the player to expend a certain inventory item each time he saves.they save. The paucity with which these items are provided, coupled with the inventory limit, makes for a very trying game experience. This does not apply to ''VideoGame/ResidentEvil4'', which retains the limited number of locations but does away with the inventory items... most fans saw this as a boon. The [[VideoGame/ResidentEvil5 fifth game]] does away with it completely, automatically saving every time you pass a checkpoint. The [[VideoGame/ResidentEvil7Biohazard seventh game]] (and the remakes of [[VideoGame/ResidentEvil2Remake the second]] and [[VideoGame/ResidentEvil3Remake the third 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.



* ''Franchise/SilentHill'':
** ''VideoGame/SilentHill1'', the original game, used notepads.
** Subsequent games utilized occult symbols or other writing material like journals. In ''VideoGame/SilentHill3'', Heather can come across some of these notepads when she visits areas which appeared in the first game, and can read the notes Harry wrote when he 'saved'.
** ''VideoGame/SilentHill2'':
*** Red-tinted objects served as windows looking through the fourth wall. When on the save/load screen, the background is tinted red, and the character being used is looking at you through the screen.
*** At one point, the player comes across nine save points arranged in a square next to a door they need to go through to progress. This does not work any differently to a normal save point but informs the player that they should really, ''really'' save before going through that door.
* ''VideoGame/SorryWereClosed'': Pay phones that are scattered at regular intervals through the Demon World.

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* %%* ''Franchise/SilentHill'':
** %%** ''VideoGame/SilentHill1'', the original game, used notepads.
**
notepads. %%Missing purpose of notepads.
%%**
Subsequent games utilized occult symbols or other writing material like journals. In ''VideoGame/SilentHill3'', Heather can come across some of these notepads when she visits areas which appeared in the first game, and can read the notes Harry wrote when he 'saved'.
**
'saved'. %%Missing purpose of occult symbols and journals.
*
''VideoGame/SilentHill2'':
*** ** Red-tinted objects served serves as windows looking through the fourth wall. When on the save/load screen, the background is tinted red, and the character being used is looking at you through the screen.
*** ** At one point, the player comes across nine save points arranged in a square next to a door they need to go through to progress. This does not work any differently to a normal save point but informs the player that they should really, ''really'' save before going through that door.
* %%* ''VideoGame/SorryWereClosed'': Pay phones that are scattered at regular intervals through the Demon World.World. %%Missing purpose of pay phones.



* The unlinkable ''Monster Girl Quest'' had to do something a little different for its English translation: the translator noted that trying to save outside of certain instances would corrupt the save file, if not outright crash the game; to get around this, they put into the English script notifications of where it was safe to save your progress, usually before doing battle or making decisions.

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* The unlinkable English translation of ''Monster Girl Quest'' had to do something a little different for its English translation: the translator noted notes that trying to save outside of certain instances would may corrupt the save file, if not outright crash the game; to get around this, they put into the English script notifications of where it was is safe to save your progress, usually before doing battle or making decisions.



* ''VideoGame/DeadRising'' allows the player only one save slot. In addition, the central series of events in the game ''must'' be visited in order, one after the other, or all other events in the series cannot be accessed. This means it is far too easy to save without enough time to reach the next event, negating all your work up to that point. This was deliberately done by the programmers to increase the game's tension - you must weigh whether or not you have time to save before you enter the next event.
* In ''VideoGame/DeadRising2'' , instead of just one save slot, you have three, so it's easy enough to make an emergency save in another slot in case you really don't have time to get to the next event after all. It's still highly frustrating when you save at 1 health block and the tiniest mistake could send you back miles, meaning a lot of [[LoadsAndLoadsOfLoading trudging through long loading screens]].
* ''VideoGame/DragonQuestBuilders'', in keeping with the traditions of the main series, only allows the player to save while interacting with the Banner of Hope in town. [[VideoGame/DragonQuestBuilders2 The sequel]] would do away with this, allowing the player to save wherever they want.

to:

* ''VideoGame/DeadRising'' allows the player only one save slot. In addition, the central series of events in the game ''must'' be visited in order, one after the other, or all other events in the series cannot be accessed. This means it is far too easy to save without enough time to reach the next event, negating all your work up to that point. This was deliberately done by the programmers to increase the game's tension - you must weigh whether or not you have time to save before you enter the next event.
* In ''VideoGame/DeadRising2'' , instead of just one save slot, you have three, so it's easy enough to make an emergency save in another slot in case you really don't have time to get to the next event after all. It's still highly frustrating when you save at 1 health block and the tiniest mistake could send you back miles, meaning a lot of [[LoadsAndLoadsOfLoading trudging through long loading screens]].
* ''VideoGame/DragonQuestBuilders'', in keeping with the traditions of the main series, only allows the player to save while interacting with the Banner of Hope in town. [[VideoGame/DragonQuestBuilders2 The sequel]] would do does away with this, allowing the player to save wherever they want.



* In ''VideoGame/NoMansSky'', your ship acts as a save point: disembarking from it automatically saves your game. Waypoint beacons also allow you to save your game planetside, in addition to staking your claim on the discovery of the nearby point of interest (if someone else hasn't already done so). Portable save points and beacons can also be crafted and placed to manually save the game away from any Waypoints, with the latter also allowing the player to mark a point of interest.
* ''VideoGame/QuantumReplica'': The game has Quantum Relays, which serve as these. They also store time copies of you, allowing them to act as respawn points.
* ''VideoGame/{{Withstand}}'': The laptop computer in Victor's house serves as this for the game.

to:

* In ''VideoGame/NoMansSky'', your ship acts as a save point: disembarking from it automatically saves your game. Waypoint beacons also allow you to save your game planetside, in addition to staking your claim on the discovery of the nearby point of interest (if someone else hasn't already done so). Portable You can also craft portable save points and beacons can also be crafted and placed place them to manually save the game away from any Waypoints, with the latter also allowing the player to mark a point of interest.
*
interest; they basically let you save your game anytime you're planetside, if you're willing to dedicate one inventory slot for it.
%%*
''VideoGame/QuantumReplica'': The game has Quantum Relays, which serve as these. They also store time copies of you, allowing them to act as respawn points.
*
points. %%Missing purpose of Quantum Relays.
%%*
''VideoGame/{{Withstand}}'': The laptop computer in Victor's house serves as this for the game.game. %%Missing purpose of the laptop.



* 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.

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* This is the power of Kirie from ''Manga/UQHolder''. She ''Manga/UQHolder'' 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.



* ''Fanfic/ConceptRoad'' has several save points that Louis Starsky runs into during the story. At one point, he even suffers a {{GameOver}} and returns to his last save. [[AwesomeButImpractical Yeah...]]

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* ''Fanfic/ConceptRoad'' has several save points that Louis Starsky runs into during the story. At one point, he even suffers a {{GameOver}} GameOver and returns to his last save. [[AwesomeButImpractical Yeah...]]



* Used in Creator/TerryPratchett's ''Literature/ThiefOfTime''. Yetis can store a copy of themselves, then when they die, restore themselves to the last saved state, but with all the memories of what has happened since then.

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* Used in In Creator/TerryPratchett's ''Literature/ThiefOfTime''. Yetis ''Literature/ThiefOfTime'', yetis can store a copy of themselves, then when they die, restore themselves to the last saved state, but with all the memories of what has happened since then.



* Listed by ''Website/{{Cracked}}'' as a violation of one of the [[http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey_p3.html "7 Commandments All Video Games Should Obey"]] in that it forces repetition on the player.

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* Listed by ''Website/{{Cracked}}'' mentions limiting gamesaving to designated points as a violation of one of the [[http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey_p3.html "7 Commandments All Video Games Should Obey"]] in that it forces repetition on the player.
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* ''VideoGame/{{Kuon}}'' has small bodies of water located around the outside areas of the Fujiwara manor where the player's SaveGameLimits (here, small paper boats with candles in them refered tto as Vessels) can be used at.
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* VideoGame/{{Hollowbody}}'' has phones found through the exclusion zone.

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* VideoGame/{{Hollowbody}}'' ''VideoGame/{{Hollowbody}}'' has phones found through the exclusion zone.
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* ''VideoGame

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* ''VideoGame''VideoGame/MyFriendlyNeighborhood'' has the save stations in the save rooms which utilize SaveGameLimits in the form of tokens that can also be used with the health stations.



* ''VideoGame/MyFriendlyNeighborhood'' has the save stations in the safe rooms which utilize SaveGameLimits in the form of tokens that can also be used with the health stations.
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* ''VideoGame/TormentedSouls'': Tape recorders that have the SaveGameLimits of tape reels.
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* ''VideoGame/AriasStory'': makes use of blue quills as its' save areas.
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* VideoGame/{{Hollowbody}}'' has phones found through the exclusion zone.
* ''VideoGame/HollowCocoon'' makes use of red colored talismans as its' save points. Interestingly, they can used to repel the entity chasing Minato though it comes at the cost of being able to save the more times this mechanic is used.


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* ''VideoGame


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* ''VideoGame/MyFriendlyNeighborhood'' has the save stations in the safe rooms which utilize SaveGameLimits in the form of tokens that can also be used with the health stations.


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* ''VideoGame/SorryWereClosed'': Pay phones that are scattered at regular intervals through the Demon World.
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[[folder:Third Person Shooters]]
* In ''VideoGame/DanganronpaAnotherEpisodeUltraDespairGirls'', unlike the main installments where you can save any time and anywhere, here you can only save at the end of a chapter, or by sitting on swan toilets scattered throughout Towa City. Even though such toilets are for potty training, Komaru finds them oddly relaxing to sit on.
[[/folder]]
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'''For the best experience, listen to [[https://www.youtube.com/watch?v=toOK1o8kkE8 this]] while reading.'''

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'''For [[AC: For the best experience, listen to [[https://www.youtube.com/watch?v=toOK1o8kkE8 this]] while reading.'''
]]
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* ''VideoGame/{{Transistor}}'': Accessing an Access Point initiates a save, and so does leaving the Function configuration menu such accessing opens.
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* ''VideoGame/ShantaeRiskysRevenge'': Talking to an elder man dressed in green will give you the option to save the game.
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** ''VideoGame/{{Deltarune}}'', ''Undertale'''s sister game, carries over the save point system, but uses white stars with teal outlines instead of yellow stars with black outlines. This time, the in-game description describes various, oftentimes comedic powers related to the current situation shining within or otherwise filling Kris.

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** * ''VideoGame/{{Deltarune}}'', ''Undertale'''s sister game, carries over the save point system, but uses white stars with teal outlines instead of yellow stars with black outlines. This time, the in-game description describes various, oftentimes comedic powers related to the current situation shining within or otherwise filling Kris.
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* ''VideoGame/{{Signalis}}:'' Save points are computers with red screens in safe rooms. The red colour is one of several {{Shout Out}}s that the game makes to ''Franchise/SilentHill''.
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%%
%% The examples on this page have been put into alphabetical order.
%%
%% Please add new examples in the correct order.
%%

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Alphabetical order .


* ''Franchise/ResidentEvil'' not only constrains saving to a small number of special locations, but requires the player to expend a certain inventory item each time he saves. The paucity with which these items are provided, coupled with the inventory limit, makes for a very trying game experience. This does not apply to ''VideoGame/ResidentEvil4'', which retains the limited number of locations but does away with the inventory items... most fans saw this as a boon. The [[VideoGame/ResidentEvil5 fifth game]] does away with it completely, automatically saving every time you pass a checkpoint. The [[VideoGame/ResidentEvil7Biohazard seventh game]] (and the remakes of [[VideoGame/ResidentEvil2Remake the second]] and [[VideoGame/ResidentEvil3Remake the third 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.

to:

* ''Franchise/ResidentEvil'' not only constrains saving to a small number ''VideoGame/{{Alisa}}'': Pol can save your game for the price of special locations, but requires one tooth-wheel.
* ''VideoGame/BevelsPainting'' uses laptops placed at the beginning of each new world for saving.
* The reverse-survival horror game ''VideoGame/{{Carrion}}'' has glowing cracks in the Relith Science Installation's walls, which
the player to expend a certain inventory item each time he saves. The paucity character-a betentacled, amorphous blob of tendrils and teeth-infests with which these items are provided, coupled with the inventory limit, makes for a very trying game experience. This does not apply to ''VideoGame/ResidentEvil4'', which retains the limited number of locations but does away with the inventory items... most fans saw this as a boon. The [[VideoGame/ResidentEvil5 fifth game]] does away with it completely, automatically saving every time MeatMoss-encircled LampreyMouth. To save, you pass a checkpoint. The [[VideoGame/ResidentEvil7Biohazard seventh game]] (and the remakes of [[VideoGame/ResidentEvil2Remake the second]] allow it to ''eat you,'' and [[VideoGame/ResidentEvil3Remake the third game]]) still uses the checkpoint system, but also brings you respawn by having it ''vomit you 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.out.''



* ''VideoGame/ColdFear'' features a very frustrating checkpoint system, consisting of 25 one-time saves, all of which are scripted to certain doors (usually leading to a cutscene or an increase in difficulty). These are spread through the game in such a way as to follow the linear plot, but in fact can be triggered - and [[PermanentlyMissableContent lost]] - by walking through the wrong door at the wrong time. This means potentially [[CheckpointStarvation stripping sizeable portions of the game from any form of saving whatsoever]].



* ''VideoGame/NinjaOutbreak'': A circle of red and green light on the floor serves this purpose. You just walk over them, and your game's saved.
* ''Franchise/SilentHill'':
** ''VideoGame/SilentHill1'', the original game, used notepads.
** Subsequent games utilized occult symbols or other writing material like journals. In ''VideoGame/SilentHill3'', Heather can come across some of these notepads when she visits areas which appeared in the first game, and can read the notes Harry wrote when he 'saved'.
** ''VideoGame/SilentHill2'':
*** Red-tinted objects served as windows looking through the fourth wall. When on the save/load screen, the background is tinted red, and the character being used is looking at you through the screen.
*** At one point, the player comes across nine save points arranged in a square next to a door they need to go through to progress. This does not work any differently to a normal save point but informs the player that they should really, ''really'' save before going through that door.



* ''VideoGame/FrostbiteDeadlyClimate'' uses Reel-To-Reel Tape Recorders as save points. You'll need to find tapes to use them.
* ''VideoGame/{{Gloomwood}}'': The lowest difficulty, [[IdiosyncraticDifficultyLevels Crescent]], allows the player to save whenever they want using a music box in their inventory, but every other difficulty requires the player to find phonographs in order to save.



* ''VideoGame/{{Observo}}'': Desks serve this role in the game, like the one in Room 9 (the room Edgar checked into), and the one in the lost and found.
* ''VideoGame/{{Taut}}'' has the player able to save their game via black, rotary telephones. Contrary to other games, they don't pop up [[SuspiciousVideogameGenerosity around locations where you are about to be jumped]], but where it would make sense for a phone to be in the real world. This includes various house's hallways, secretary offices and similar.
* ''VideoGame/ColdFear'' features a very frustrating checkpoint system, consisting of 25 one-time saves, all of which are scripted to certain doors (usually leading to a cutscene or an increase in difficulty). These are spread through the game in such a way as to follow the linear plot, but in fact can be triggered - and [[PermanentlyMissableContent lost]] - by walking through the wrong door at the wrong time. This means potentially [[CheckpointStarvation stripping sizeable portions of the game from any form of saving whatsoever]].
* ''VideoGame/RuleOfRose'': Because of the game's heavy reliance on symbolism, not even the save points got away. You save at Bucket Knights -- the symbolism being that their stated goal is to help Jennifer remember a promise she once made; by saving her progress (the memories she has recovered/relived), Jennifer can remember her promise.



* ''VideoGame/{{Hollow}}'' has special computer terminals around the spaceship that the PlayerCharacter can use to check [[ApocalypticLog notes]] as well as save data. While they have no distinguishing features to set them apart from the myriad other terminals clogging up the ship, they are indicated on the map to help make finding them easier.



* ''VideoGame/LivestreamEscapeFromHotelIzanami'': For some reason, making calls on telephones strewn about the titular hotel will save your game.



* ''VideoGame/TheWitchsHouse'' uses a [[DeadpanSnarker snarky]] talking cat for saving. [[spoiler:The cat is actually a demon inhabiting a cat's corpse; it's in his interest to let you save, because you (actually Ellen in Viola's body) are his witch]].
* ''VideoGame/BevelsPainting'' uses laptops placed at the beginning of each new world for saving.
* ''VideoGame/FrostbiteDeadlyClimate'' uses Reel-To-Reel Tape Recorders as save points. You'll need to find tapes to use them.

to:

* ''VideoGame/TheWitchsHouse'' uses a [[DeadpanSnarker snarky]] talking cat for saving. [[spoiler:The cat ''VideoGame/TheNightWayHome'': This is actually a demon inhabiting a cat's corpse; it's in his interest to let you save, because you (actually Ellen in Viola's body) are his witch]].
* ''VideoGame/BevelsPainting'' uses laptops placed at
one of the beginning purposes pay phones serve in the game.
* ''VideoGame/NinjaOutbreak'': A circle
of each new world for saving.
red and green light on the floor serves this purpose. You just walk over them, and your game's saved.
* ''VideoGame/FrostbiteDeadlyClimate'' uses Reel-To-Reel Tape Recorders as save points. You'll need to find tapes to use them.''VideoGame/{{Observo}}'': Desks serve this role in the game, like the one in Room 9 (the room Edgar checked into), and the one in the lost and found.



* ''Franchise/ResidentEvil'' not only constrains saving to a small number of special locations, but requires the player to expend a certain inventory item each time he saves. The paucity with which these items are provided, coupled with the inventory limit, makes for a very trying game experience. This does not apply to ''VideoGame/ResidentEvil4'', which retains the limited number of locations but does away with the inventory items... most fans saw this as a boon. The [[VideoGame/ResidentEvil5 fifth game]] does away with it completely, automatically saving every time you pass a checkpoint. The [[VideoGame/ResidentEvil7Biohazard seventh game]] (and the remakes of [[VideoGame/ResidentEvil2Remake the second]] and [[VideoGame/ResidentEvil3Remake the third 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.
* ''VideoGame/RuleOfRose'': Because of the game's heavy reliance on symbolism, not even the save points got away. You save at Bucket Knights -- the symbolism being that their stated goal is to help Jennifer remember a promise she once made; by saving her progress (the memories she has recovered/relived), Jennifer can remember her promise.
* ''Franchise/SilentHill'':
** ''VideoGame/SilentHill1'', the original game, used notepads.
** Subsequent games utilized occult symbols or other writing material like journals. In ''VideoGame/SilentHill3'', Heather can come across some of these notepads when she visits areas which appeared in the first game, and can read the notes Harry wrote when he 'saved'.
** ''VideoGame/SilentHill2'':
*** Red-tinted objects served as windows looking through the fourth wall. When on the save/load screen, the background is tinted red, and the character being used is looking at you through the screen.
*** At one point, the player comes across nine save points arranged in a square next to a door they need to go through to progress. This does not work any differently to a normal save point but informs the player that they should really, ''really'' save before going through that door.
* ''VideoGame/{{SSTR}}'': Imprint Stations serve this purpose in the game. Just select "imprint" on them, and voila, instant saved game.



* ''VideoGame/{{Gloomwood}}'': The lowest difficulty, [[IdiosyncraticDifficultyLevels Crescent]], allows the player to save whenever they want using a music box in their inventory, but every other difficulty requires the player to find phonographs in order to save.
* The reverse-survival horror game ''VideoGame/{{Carrion}}'' has glowing cracks in the Relith Science Installation's walls, which the player character-a betentacled, amorphous blob of tendrils and teeth-infests with a MeatMoss-encircled LampreyMouth. To save, you allow it to ''eat you,'' and you respawn by having it ''vomit you back out.''
* ''VideoGame/{{Hollow}}'' has special computer terminals around the spaceship that the PlayerCharacter can use to check [[ApocalypticLog notes]] as well as save data. While they have no distinguishing features to set them apart from the myriad other terminals clogging up the ship, they are indicated on the map to help make finding them easier.
* ''VideoGame/{{SSTR}}'': Imprint Stations serve this purpose in the game. Just select "imprint" on them, and voila, instant saved game.
* ''VideoGame/LivestreamEscapeFromHotelIzanami'': For some reason, making calls on telephones strewn about the titular hotel will save your game.
* ''VideoGame/TheNightWayHome'': This is one of the purposes pay phones serve in the game.
* ''VideoGame/{{Alisa}}'': Pol can save your game for the price of one tooth-wheel.

to:

* ''VideoGame/{{Gloomwood}}'': The lowest difficulty, [[IdiosyncraticDifficultyLevels Crescent]], allows ''VideoGame/{{Taut}}'' has the player able to save whenever they want using a music box in their inventory, but every game via black, rotary telephones. Contrary to other difficulty requires the player games, they don't pop up [[SuspiciousVideogameGenerosity around locations where you are about to find phonographs in order be jumped]], but where it would make sense for a phone to save.
* The reverse-survival horror game ''VideoGame/{{Carrion}}'' has glowing cracks
be in the Relith Science Installation's walls, which the player character-a betentacled, amorphous blob of tendrils real world. This includes various house's hallways, secretary offices and teeth-infests with similar.
* ''VideoGame/TheWitchsHouse'' uses
a MeatMoss-encircled LampreyMouth. To [[DeadpanSnarker snarky]] talking cat for saving. [[spoiler:The cat is actually a demon inhabiting a cat's corpse; it's in his interest to let you save, because you allow it to ''eat you,'' and you respawn by having it ''vomit you back out.''
* ''VideoGame/{{Hollow}}'' has special computer terminals around the spaceship that the PlayerCharacter can use to check [[ApocalypticLog notes]] as well as save data. While they have no distinguishing features to set them apart from the myriad other terminals clogging up the ship, they
(actually Ellen in Viola's body) are indicated on the map to help make finding them easier.
* ''VideoGame/{{SSTR}}'': Imprint Stations serve this purpose in the game. Just select "imprint" on them, and voila, instant saved game.
* ''VideoGame/LivestreamEscapeFromHotelIzanami'': For some reason, making calls on telephones strewn about the titular hotel will save your game.
* ''VideoGame/TheNightWayHome'': This is one of the purposes pay phones serve in the game.
* ''VideoGame/{{Alisa}}'': Pol can save your game for the price of one tooth-wheel.
his witch]].



* ''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.



* ''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.

Added: 13388

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Alphabetical order .


* ''VideoGame/FerazelsWand'' is just plain evil about this. Every so often you'll find a statue plinth, and standing on the plinth saves the game and creates a statue of you. [[SaveGameLimits Each plinth can never be used again]] unless you restart the game from the beginning--and this is a game with a ''lot'' of hidden goodies in side areas, which would encourage replaying old levels if there weren't so few opportunities to save your progress from those replays.



* ''VideoGame/FerazelsWand'' is just plain evil about this. Every so often you'll find a statue plinth, and standing on the plinth saves the game and creates a statue of you. [[SaveGameLimits Each plinth can never be used again]] unless you restart the game from the beginning--and this is a game with a ''lot'' of hidden goodies in side areas, which would encourage replaying old levels if there weren't so few opportunities to save your progress from those replays.



* ''VideoGame/HerMajestysSpiffing'': Even though the game has an {{Autosave}} function that activates at certain points, there's a typewriter located in the ship's lab that [[PlayerCharacter Captain Frank Lee English]] can save the game at.



* ''VideoGame/HerMajestysSpiffing'': Even though the game has an {{Autosave}} function that activates at certain points, there's a typewriter located in the ship's lab that [[PlayerCharacter Captain Frank Lee English]] can save the game at.



* ''VideoGame/CastleInTheDarkness'' has these in the form of angel statues holding a giant blue gem. At them, the PlayerCharacter can either save or equip.
* ''VideoGame/ClunkyHero'': These take the form of a lamppost with a lit lantern hanging from it.



* ''VideoGame/GiraffeAndAnnika'': Mrs. Saves serve this purpose in the game. They have impeccable memory.



* Reincarnation Fish in ''VideoGame/HeadOverHeels'' function as save points, but they can only be reloaded once. Collecting them saves the position automatically but it won't be there to collect again when you restart, so if you die after that you go back to the previous fish, and so on. (The remake eschews this in favour of them being usable anywhere, but only up to the number you have; if you've collected six fish you can save six times, and so on and so forth.) Finally, only live (wriggling) fish save the game; dead ones kill you.
* The 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.
* The difficulty levels in ''VideoGame/IWannaBeTheGuy'' differ only by the number of save points available. The save points only available on the easiest difficulty, "Medium", are [[EasyModeMockery labeled "Wuss"]]. The only save point in [[HarderThanHard "Impossible"]] is the one [[ChestMonster that tries to kill you]], though it's possible to use it to save because of a glitch, for one frame.
* The one and only save point in ''VideoGame/LaMulana'' is Elder Xelpud's tent. Before saving, you also have to equip either Game Master or Game Master 2 (the latter gives you more save slots). In the remake, multiple save slots are available from the start, and you can save at any Grail point.
* In ''VideoGame/LegacyOfTheWizard'' (an acknowledged inspiration for ''La-Mulana''), you could save and reload only by talking to the grandparents in the family home.
* ''Franchise/MegaMan'': The first ''VideoGame/MegaManZero'' as well as the ''VideoGame/MegaManZX'' games have elements of {{Metroidvania}} to them, and thus provide save rooms.



* ''VideoGame/MintyFreshAdventure'' and ''VideoGame/FreshMintyAdventure'': There are {{Healing Checkpoint}}s marked by pedestals holding orbs that light up when used. Noted in the former by Colgate when activated, depending on what she says, which can vary between:
---> {{Checkpoint}}!\\
Whew! Safe.\\
Ding!\\
Alright! A [[BuffySpeak save orb... thingy]].
* (Currently Pictured) The platforming spin-off of ''Franchise/{{Disgaea}}'', ''VideoGame/PrinnyCanIReallyBeTheHero'' and its sequel do something a little different. Defeating the tutorial boss gives you a Soul that unlocks the Save NPC at the base, usually a Prinny holding up a large sign that says "Save" on it.



* ''Franchise/MegaMan'': The first ''VideoGame/MegaManZero'' as well as the ''VideoGame/MegaManZX'' games have elements of {{Metroidvania}} to them, and thus provide save rooms.
* The one and only save point in ''VideoGame/LaMulana'' is Elder Xelpud's tent. Before saving, you also have to equip either Game Master or Game Master 2 (the latter gives you more save slots). In the remake, multiple save slots are available from the start, and you can save at any Grail point.
* The difficulty levels in ''VideoGame/IWannaBeTheGuy'' differ only by the number of save points available. The save points only available on the easiest difficulty, "Medium", are [[EasyModeMockery labeled "Wuss"]]. The only save point in [[HarderThanHard "Impossible"]] is the one [[ChestMonster that tries to kill you]], though it's possible to use it to save because of a glitch, for one frame.
* The 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.



* Reincarnation Fish in ''VideoGame/HeadOverHeels'' function as save points, but they can only be reloaded once. Collecting them saves the position automatically but it won't be there to collect again when you restart, so if you die after that you go back to the previous fish, and so on. (The remake eschews this in favour of them being usable anywhere, but only up to the number you have; if you've collected six fish you can save six times, and so on and so forth.) Finally, only live (wriggling) fish save the game; dead ones kill you.
* In ''VideoGame/LegacyOfTheWizard'' (an acknowledged inspiration for ''La-Mulana''), you could save and reload only by talking to the grandparents in the family home.
* ''VideoGame/MintyFreshAdventure'' and ''VideoGame/FreshMintyAdventure'': There are {{Healing Checkpoint}}s marked by pedestals holding orbs that light up when used. Noted in the former by Colgate when activated, depending on what she says, which can vary between:
---> {{Checkpoint}}!\\
Whew! Safe.\\
Ding!\\
Alright! A [[BuffySpeak save orb... thingy]].
* ''VideoGame/GiraffeAndAnnika'': Mrs. Saves serve this purpose in the game. They have impeccable memory.
* ''VideoGame/CastleInTheDarkness'' has these in the form of angel statues holding a giant blue gem. At them, the PlayerCharacter can either save or equip.
* (Currently Pictured) The platforming spin-off of ''Franchise/{{Disgaea}}'', ''VideoGame/PrinnyCanIReallyBeTheHero'' and its sequel do something a little different. Defeating the tutorial boss gives you a Soul that unlocks the Save NPC at the base, usually a Prinny holding up a large sign that says "Save" on it.



* ''VideoGame/ClunkyHero'': These take the form of a lamppost with a lit lantern hanging from it.



* ''VideoGame/DwarfFortress'' dumps the player back at the title screen after saving, although it does allow periodic autosaves and a single backup of the previous save point. Additionally, only one save game may be maintained per world (though the player can generate as many independent worlds as they like). This is probably less about save space and more about "playing the world," as the creators put it. The game saves everything, even the screen location, at any point in time. Perhaps it is a technical limitation in terms of having two games running in the same world, though.
* The Nintendo DS game ''VideoGame/IzunaLegendOfTheUnemployedNinja'' is similar, but easier on quitting without saving, instead just taking everything you have that wasn't holed up in storage.



* The Nintendo DS game ''VideoGame/IzunaLegendOfTheUnemployedNinja'' is similar, but easier on quitting without saving, instead just taking everything you have that wasn't holed up in storage.
* ''VideoGame/DwarfFortress'' dumps the player back at the title screen after saving, although it does allow periodic autosaves and a single backup of the previous save point. Additionally, only one save game may be maintained per world (though the player can generate as many independent worlds as they like). This is probably less about save space and more about "playing the world," as the creators put it. The game saves everything, even the screen location, at any point in time. Perhaps it is a technical limitation in terms of having two games running in the same world, though.



* ''VideoGame/{{Anachronox}}'' features Timeminders. Timeminders are in-game creatures that exist outside of time, seeing all of history concurrently, and, supposedly, touching one makes them see your whole life in an instant. People pet them for good luck; you pet them to save your progress.
* ''VideoGame/BarkleyShutUpAndJamGaiden'' uses savepoints that looked like fuel pumps; the pumps went on a multi-screen tirade about what's wrong with modern games, [[HypocriticalHumor including having to go through multi-screen tirades when trying to save]]. The final save point throws a pop quiz the sees if you read the [[WallOfText Walls of Text]] and gives you an item for completing it. You need to collect all four library cards to use it. [[spoiler: As a joke, the library cards aren't part of a GottaCatchThemAll puzzle.]]
* In ''VideoGame/BoxxyQuestTheGatheringStorm'', you can save at any of the Goddess Statues you find scattered around the world. This is different from the prequel, in which you could save whenever you wanted. An NPC in the first town [[HandWave Hand Waves]] the change as being a side-effect of the Goddess Spires running out of energy in the first game’s climax. (Later on, you gain a portable statuette that restores this feature… [[TooAwesomeToUse but only once]]).
* ''VideoGame/BreathOfFireDragonQuarter'' lets the player save the game in two ways. The first method is through a Save Booth. These devices are installed at specific locations, require a very-limited-quantity inventory item to use, and always save to the same file to prevent SaveScumming. The second is the {{Roguelike}} method, which exists only to allow the player to take a break without leaving the game running.
* The Save Points in ''VideoGame/ChronoCross'' and ''VideoGame/{{Xenogears}}'' are actually [[GameplayAndStoryIntegration part of the storyline.]] The predecessor ''VideoGame/ChronoTrigger'' has these as well, plus two traps in them. One is actually a monster, and another attracts monsters. But thankfully these only appear once each.
* In the ''Franchise/DotHack'' games on [=PS2=], there are two ways to save your progress: with the "Data" application on your ALTIMAT computer desktop, or at Save Shops in Root Towns while logged into ''The World''.
* In ''VideoGame/DragonQuest'' 1-3 saving was done by talking with the rulers of the kingdoms around the world. 4 onward, it was made much more convienent, being able to save at the much more frequent churches instead.
* In the ''VideoGame/EtrianOdyssey'' games from the second onward, there are two ways to save: In the town's inn (which requires a small payment), and by touching the Geomagnetic Poles found in the Yggdrasil (namely in the first floor of each stratum except the first). These Poles take the form of a pink-colored source of energy elevating to the sky (or ceiling, depending on the stratum's setting), and also serve as handy warp points between the town and Yggdrasil. In the third and fourth games, Geomagnetic Poles can also be found in the overworld, having the same benefits as those of the labyrinths. However, ''VideoGame/EtrianOdysseyNexus'' averts the trope with them, as their only purpose is to connect each conquered Shrine with the next uncharted part of Lemuria; the only save points present in the game are the inn at Maginia, an emergency save option between two bosses in Lush Woodlands, and a camp in the third floor of Primitive Jungle (which becomes useless after the player's party manages to return safely to the second floor).
* ''VideoGame/{{Faria}}'' has an inn in each town where you can save the game.



* The various ''VideoGame/MysteryDungeon'' games allow you to save whenever you're in a safe location, such as in town or at break points during certain long dungeons. In addition, the games offer the ability to make a temporary "Quicksave" (as an item, a permanent option or at certain floors, depending on the game) to save during a dungeon, but quicksaves are deleted when they are loaded to prevent SaveScumming.
* ''VideoGame/NierAutomata'': The save points have a unique justification. All androids, including 2B [[spoiler:and later 9S]], have their memories stored in [=YorHa=], allowing them to respawn from one of the unlocked save points (which resemble highly-advanced fridges) should they be destroyed during battle. The fridges, once unlocked, emit a signal that covers a circular area within which the player can save via pausing without needing to head to their exact location. Past a later chapter in the game, they also serve as WarpWhistle points.
* The ''VideoGame/TalesSeries'' generally allows you to save anywhere on the world map or at specified points in dungeons. For example:
** In ''VideoGame/TalesOfSymphonia'', you can save freely on the overworld, but must use a save point anywhere else. Furthermore, about half the save points not in towns are not activated; you need to use up a "Memory Gem" to activate it, which is a drop from an enemy in the area. Mercifully, they stay activated forever and for unlimited uses, the Gems are interchangeable between all areas, they will always drop from the same specific enemy the first time you beat them, and on a NewGamePlus for a trivial amount of GRADE you can have it so any previously activated spots remain activated on the new playthrough.
** ''VideoGame/TalesOfEternia'' implemented a "Load Point" system, in which you could save anywhere in the dungeon and keep your experience and items, but would reload at the last-checked Load Point.



* ''VideoGame/PhantasyStarII'' had Data Memory banks, where players could save their game with the in-game explanation being that you are uploading your memories to a database. Meanwhile, ''VideoGame/PhantasyStarIII'' only allowed you to save your game if you decide to stay at an inn, thus making saving cost money, [[AdamSmithHatesYourGuts which becomes more costly the further into the game you progress]]. ''VideoGame/PhantasyStarI'' and ''VideoGame/PhantasyStarIV'' let you save your game anywhere.
* ''VideoGame/ParasiteEve'' is notable for having a save point which fits in with the game functionality; you simply place a call to headquarters to give them an update on your progress.
* The Save Points in ''VideoGame/ChronoCross'' and ''VideoGame/{{Xenogears}}'' are actually [[GameplayAndStoryIntegration part of the storyline.]] The predecessor ''VideoGame/ChronoTrigger'' has these as well, plus two traps in them. One is actually a monster, and another attracts monsters. But thankfully these only appear once each.



* The ''Franchise/KingdomHearts'' games feature a save point at important locales or in locations that let you enter the world from that point. For example, in the [[WesternAnimation/TheLionKing1994 Pride Lands]], there are three save points at the three corners of the world - Rafiki's tree (which is outside Pride Rock), the Elephant Graveyard, and Timon and Pumbaa's oasis. The save points will fill up your health and magic stats, but the exact details differ from game to game based on the mechanics and features of each game (such as the Drive Form in ''VideoGame/KingdomHeartsII''). The save point rooms are always completely devoid of spawning enemies, which otherwise plague you wherever you go. You could be talking to your NPC allies in a save point room, but the moment you leave, you're under attack. A notable aversion to the rule of save points being safe havens is the shack in [[VideoGame/KingdomHeartsI the first game]]. At that point you come under attack from invincible EldritchAbomination's for the first time, and if you dawdle too long in the shack with or without saving, they come for you and the save point disappears!
* In ''VideoGame/TheLastStory'', save points are portrayed as luminescent, white-colored spots. They can be found in Lazulis City as well as the dungeons and locations visited (and often prior to a major boss battle).
* ''VideoGame/TheLegendOfDragoon'' has glowing balls of light that serve as save points. On a few occasions, they can end up being close to a HealingSpring or something similar that can restore the party.
* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen. The ability to save anywhere was also kept in the remake of ''VideoGame/MarioAndLuigiSuperstarSaga'', but ultimately removed again for the remake of ''VideoGame/MarioAndLuigiBowsersInsideStory''.
* ''VideoGame/MonsterHunter'': There are two ways to save your progress: After you complete, fail or abandon a quest; and when you sleep in your bedroom in the HubCity. In ''VideoGame/MonsterHunter4'' and ''VideoGame/MonsterHunterGenerations'' (as well as their corresponding expanded versions), there are multiple villages, and in each of them you can access a bedroom to save.



* The various ''VideoGame/MysteryDungeon'' games allow you to save whenever you're in a safe location, such as in town or at break points during certain long dungeons. In addition, the games offer the ability to make a temporary "Quicksave" (as an item, a permanent option or at certain floors, depending on the game) to save during a dungeon, but quicksaves are deleted when they are loaded to prevent SaveScumming.
* ''VideoGame/NierAutomata'': The save points have a unique justification. All androids, including 2B [[spoiler:and later 9S]], have their memories stored in [=YorHa=], allowing them to respawn from one of the unlocked save points (which resemble highly-advanced fridges) should they be destroyed during battle. The fridges, once unlocked, emit a signal that covers a circular area within which the player can save via pausing without needing to head to their exact location. Past a later chapter in the game, they also serve as WarpWhistle points.
* ''VideoGame/NiNoKuni'' has save points in the dungeons and wildlife locations. For the sake of convenience, when Oliver is in his hometown in present day, he can save from the pause menu.



* ''VideoGame/BarkleyShutUpAndJamGaiden'' uses savepoints that looked like fuel pumps; the pumps went on a multi-screen tirade about what's wrong with modern games, [[HypocriticalHumor including having to go through multi-screen tirades when trying to save]]. The final save point throws a pop quiz the sees if you read the [[WallOfText Walls of Text]] and gives you an item for completing it. You need to collect all four library cards to use it. [[spoiler: As a joke, the library cards aren't part of a GottaCatchThemAll puzzle.]]
* ''VideoGame/{{Anachronox}}'' features Timeminders. Timeminders are in-game creatures that exist outside of time, seeing all of history concurrently, and, supposedly, touching one makes them see your whole life in an instant. People pet them for good luck; you pet them to save your progress.

to:

* ''VideoGame/BarkleyShutUpAndJamGaiden'' uses savepoints that looked like fuel pumps; the pumps went on a multi-screen tirade about what's wrong with modern games, [[HypocriticalHumor including having to go through multi-screen tirades when trying to save]]. ''VideoGame/PandorasTower'': The final only save point throws a pop quiz in the sees if game is Aeron's diary, located in the Observatory where Elena, Mavda and the latter's husband hide. Since entering any of the Towers will resume the evolution of Elena's curse (and saving outside the Observatory right before the time limit expires would potentially lead to an UnwinnableByDesign scenario), this is necessary.
* ''VideoGame/ParasiteEve'' is notable for having a save point which fits in with the game functionality;
you read simply place a call to headquarters to give them an update on your progress.
* ''VideoGame/PhantasyStarII'' had Data Memory banks, where players could save their game with
the [[WallOfText Walls of Text]] and gives you an item for completing it. You need to collect all four library cards to use it. [[spoiler: As a joke, the library cards aren't part of a GottaCatchThemAll puzzle.]]
* ''VideoGame/{{Anachronox}}'' features Timeminders. Timeminders are
in-game creatures explanation being that exist outside of time, seeing all of history concurrently, and, supposedly, touching one makes them see you are uploading your whole life in an instant. People pet them for good luck; memories to a database. Meanwhile, ''VideoGame/PhantasyStarIII'' only allowed you pet them to save your progress.game if you decide to stay at an inn, thus making saving cost money, [[AdamSmithHatesYourGuts which becomes more costly the further into the game you progress]]. ''VideoGame/PhantasyStarI'' and ''VideoGame/PhantasyStarIV'' let you save your game anywhere.
* Unlike the main series games, ''VideoGame/PokemonColosseum'' only allows you to save when you reach a PC. This can get a little frustrating when playing through certain areas with few [=PCs=] to be found. You either have to hope to get through in one go or keep running back and forth to save after completing part of the level.



* ''VideoGame/BreathOfFireDragonQuarter'' lets the player save the game in two ways. The first method is through a Save Booth. These devices are installed at specific locations, require a very-limited-quantity inventory item to use, and always save to the same file to prevent SaveScumming. The second is the {{Roguelike}} method, which exists only to allow the player to take a break without leaving the game running.

to:

* ''VideoGame/BreathOfFireDragonQuarter'' lets ''VideoGame/QuestArrest'': The game has these in the player form of floating crystals. [[PlayerCharacter Detective Bennett]] can use these to save the game in two ways. and regenerate health.
* ''VideoGame/StellaGlow'':
The first method is through a Save Booth. These devices are installed at specific locations, require a very-limited-quantity inventory item to use, and always standard save point is Alto's room in Lambert City, and can be accessed during both Free Time and right before going to the same file to prevent SaveScumming. destination of the current Mission Time. The second is the {{Roguelike}} method, game also prompts a SuspendSave right before plot-critical battles, which exists only to allow is stored separately from the player to take currently-used save file (from a break without leaving technical standpoint, this is also the reason why the game running.has only two save files). Concluding such battles or missions, as well as whole chapters, prompts the option for a permanent save without needing to head back to Alto's room.
* ''VideoGame/{{Suikoden}}'' games allow you to save at inns, as well as Journeyman Crystals in various dungeons and other places. In one instance in the second game, a student of Greenhill Academy served as a temporary save point before a boss fight.



* In ''VideoGame/DragonQuest'' 1-3 saving was done by talking with the rulers of the kingdoms around the world. 4 onward, it was made much more convienent, being able to save at the much more frequent churches instead.
* In ''VideoGame/TheLastStory'', save points are portrayed as luminescent, white-colored spots. They can be found in Lazulis City as well as the dungeons and locations visited (and often prior to a major boss battle).
* ''VideoGame/PandorasTower'': The only save point in the game is Aeron's diary, located in the Observatory where Elena, Mavda and the latter's husband hide. Since entering any of the Towers will resume the evolution of Elena's curse (and saving outside the Observatory right before the time limit expires would potentially lead to an UnwinnableByDesign scenario), this is necessary.
* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen. The ability to save anywhere was also kept in the remake of ''VideoGame/MarioAndLuigiSuperstarSaga'', but ultimately removed again for the remake of ''VideoGame/MarioAndLuigiBowsersInsideStory''.
* The ''Franchise/KingdomHearts'' games feature a save point at important locales or in locations that let you enter the world from that point. For example, in the [[WesternAnimation/TheLionKing1994 Pride Lands]], there are three save points at the three corners of the world - Rafiki's tree (which is outside Pride Rock), the Elephant Graveyard, and Timon and Pumbaa's oasis. The save points will fill up your health and magic stats, but the exact details differ from game to game based on the mechanics and features of each game (such as the Drive Form in ''VideoGame/KingdomHeartsII''). The save point rooms are always completely devoid of spawning enemies, which otherwise plague you wherever you go. You could be talking to your NPC allies in a save point room, but the moment you leave, you're under attack. A notable aversion to the rule of save points being safe havens is the shack in [[VideoGame/KingdomHeartsI the first game]]. At that point you come under attack from invincible EldritchAbomination's for the first time, and if you dawdle too long in the shack with or without saving, they come for you and the save point disappears!
* ''VideoGame/{{Faria}}'' has an inn in each town where you can save the game.
* Unlike the main series games, ''VideoGame/PokemonColosseum'' only allows you to save when you reach a PC. This can get a little frustrating when playing through certain areas with few [=PCs=] to be found. You either have to hope to get through in one go or keep running back and forth to save after completing part of the level.

to:

* In ''VideoGame/DragonQuest'' 1-3 saving was done by talking with the rulers of the kingdoms around the world. 4 onward, it was made much more convienent, being able to save at the much more frequent churches instead.
* In ''VideoGame/TheLastStory'', save points are portrayed as luminescent, white-colored spots. They can be found in Lazulis City as well as the dungeons and locations visited (and often prior to a major boss battle).
* ''VideoGame/PandorasTower'': The only save point in the game is Aeron's diary, located in the Observatory where Elena, Mavda and the latter's husband hide. Since entering any of the Towers will resume the evolution of Elena's curse (and saving outside the Observatory right before the time limit expires would potentially lead to an UnwinnableByDesign scenario), this is necessary.
* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen. The ability to save anywhere was also kept in the remake of ''VideoGame/MarioAndLuigiSuperstarSaga'', but ultimately removed again for the remake of ''VideoGame/MarioAndLuigiBowsersInsideStory''.
* The ''Franchise/KingdomHearts'' games feature a save point at important locales or in locations that let you enter the world from that point. For example, in the [[WesternAnimation/TheLionKing1994 Pride Lands]], there are three save points at the three corners of the world - Rafiki's tree (which is outside Pride Rock), the Elephant Graveyard, and Timon and Pumbaa's oasis. The save points will fill up your health and magic stats, but the exact details differ from game to game based on the mechanics and features of each game (such as the Drive Form in ''VideoGame/KingdomHeartsII''). The save point rooms are always completely devoid of spawning enemies, which otherwise plague you wherever you go. You could be talking to your NPC allies in a save point room, but the moment you leave, you're under attack. A notable aversion to the rule of save points being safe havens is the shack in [[VideoGame/KingdomHeartsI the first game]]. At that point you come under attack from invincible EldritchAbomination's for the first time, and if you dawdle too long in the shack with or without saving, they come for you and the save point disappears!
* ''VideoGame/{{Faria}}'' has an inn in each town where you can save the game.
* Unlike the main series games, ''VideoGame/PokemonColosseum'' only
''VideoGame/TalesSeries'' generally allows you to save when anywhere on the world map or at specified points in dungeons. For example:
** In ''VideoGame/TalesOfSymphonia'',
you reach a PC. This can get save freely on the overworld, but must use a little frustrating when playing through certain areas with few [=PCs=] save point anywhere else. Furthermore, about half the save points not in towns are not activated; you need to be found. You either use up a "Memory Gem" to activate it, which is a drop from an enemy in the area. Mercifully, they stay activated forever and for unlimited uses, the Gems are interchangeable between all areas, they will always drop from the same specific enemy the first time you beat them, and on a NewGamePlus for a trivial amount of GRADE you can have to hope to get through it so any previously activated spots remain activated on the new playthrough.
** ''VideoGame/TalesOfEternia'' implemented a "Load Point" system,
in one go or which you could save anywhere in the dungeon and keep running back your experience and forth to save after completing part of items, but would reload at the level.last-checked Load Point.



* ''VideoGame/{{Deltarune}}'', ''Undertale'''s sister game, carries over the save point system, but uses white stars with teal outlines instead of yellow stars with black outlines. This time, the in-game description describes various, oftentimes comedic powers related to the current situation shining within or otherwise filling Kris.
* In ''VideoGame/BoxxyQuestTheGatheringStorm'', you can save at any of the Goddess Statues you find scattered around the world. This is different from the prequel, in which you could save whenever you wanted. An NPC in the first town [[HandWave Hand Waves]] the change as being a side-effect of the Goddess Spires running out of energy in the first game’s climax. (Later on, you gain a portable statuette that restores this feature… [[TooAwesomeToUse but only once]]).
* In the ''VideoGame/EtrianOdyssey'' games from the second onward, there are two ways to save: In the town's inn (which requires a small payment), and by touching the Geomagnetic Poles found in the Yggdrasil (namely in the first floor of each stratum except the first). These Poles take the form of a pink-colored source of energy elevating to the sky (or ceiling, depending on the stratum's setting), and also serve as handy warp points between the town and Yggdrasil. In the third and fourth games, Geomagnetic Poles can also be found in the overworld, having the same benefits as those of the labyrinths. However, ''VideoGame/EtrianOdysseyNexus'' averts the trope with them, as their only purpose is to connect each conquered Shrine with the next uncharted part of Lemuria; the only save points present in the game are the inn at Maginia, an emergency save option between two bosses in Lush Woodlands, and a camp in the third floor of Primitive Jungle (which becomes useless after the player's party manages to return safely to the second floor).
* ''VideoGame/MonsterHunter'': There are two ways to save your progress: After you complete, fail or abandon a quest; and when you sleep in your bedroom in the HubCity. In ''VideoGame/MonsterHunter4'' and ''VideoGame/MonsterHunterGenerations'' (as well as their corresponding expanded versions), there are multiple villages, and in each of them you can access a bedroom to save.
* ''VideoGame/NiNoKuni'' has save points in the dungeons and wildlife locations. For the sake of convenience, when Oliver is in his hometown in present day, he can save from the pause menu.
* In the ''Franchise/DotHack'' games on [=PS2=], there are two ways to save your progress: with the "Data" application on your ALTIMAT computer desktop, or at Save Shops in Root Towns while logged into ''The World''.
* ''VideoGame/TheLegendOfDragoon'' has glowing balls of light that serve as save points. On a few occasions, they can end up being close to a HealingSpring or something similar that can restore the party.
* ''VideoGame/StellaGlow'': The standard save point is Alto's room in Lambert City, and can be accessed during both Free Time and right before going to the destination of the current Mission Time. The game also prompts a SuspendSave right before plot-critical battles, which is stored separately from the currently-used save file (from a technical standpoint, this is also the reason why the game has only two save files). Concluding such battles or missions, as well as whole chapters, prompts the option for a permanent save without needing to head back to Alto's room.
* ''VideoGame/{{Suikoden}}'' games allow you to save at inns, as well as Journeyman Crystals in various dungeons and other places. In one instance in the second game, a student of Greenhill Academy served as a temporary save point before a boss fight.
* ''VideoGame/QuestArrest'': The game has these in the form of floating crystals. [[PlayerCharacter Detective Bennett]] can use these to save the game and regenerate health.

to:

* ** ''VideoGame/{{Deltarune}}'', ''Undertale'''s sister game, carries over the save point system, but uses white stars with teal outlines instead of yellow stars with black outlines. This time, the in-game description describes various, oftentimes comedic powers related to the current situation shining within or otherwise filling Kris.
* In ''VideoGame/BoxxyQuestTheGatheringStorm'', you can save at any of the Goddess Statues you find scattered around the world. This is different from the prequel, in which you could save whenever you wanted. An NPC in the first town [[HandWave Hand Waves]] the change as being a side-effect of the Goddess Spires running out of energy in the first game’s climax. (Later on, you gain a portable statuette that restores this feature… [[TooAwesomeToUse but only once]]).
* In the ''VideoGame/EtrianOdyssey'' games from the second onward, there are two ways to save: In the town's inn (which requires a small payment), and by touching the Geomagnetic Poles found in the Yggdrasil (namely in the first floor of each stratum except the first). These Poles take the form of a pink-colored source of energy elevating to the sky (or ceiling, depending on the stratum's setting), and also serve as handy warp points between the town and Yggdrasil. In the third and fourth games, Geomagnetic Poles can also be found in the overworld, having the same benefits as those of the labyrinths. However, ''VideoGame/EtrianOdysseyNexus'' averts the trope with them, as their only purpose is to connect each conquered Shrine with the next uncharted part of Lemuria; the only save points present in the game are the inn at Maginia, an emergency save option between two bosses in Lush Woodlands, and a camp in the third floor of Primitive Jungle (which becomes useless after the player's party manages to return safely to the second floor).
* ''VideoGame/MonsterHunter'': There are two ways to save your progress: After you complete, fail or abandon a quest; and when you sleep in your bedroom in the HubCity. In ''VideoGame/MonsterHunter4'' and ''VideoGame/MonsterHunterGenerations'' (as well as their corresponding expanded versions), there are multiple villages, and in each of them you can access a bedroom to save.
* ''VideoGame/NiNoKuni'' has save points in the dungeons and wildlife locations. For the sake of convenience, when Oliver is in his hometown in present day, he can save from the pause menu.
* In the ''Franchise/DotHack'' games on [=PS2=], there are two ways to save your progress: with the "Data" application on your ALTIMAT computer desktop, or at Save Shops in Root Towns while logged into ''The World''.
* ''VideoGame/TheLegendOfDragoon'' has glowing balls of light that serve as save points. On a few occasions, they can end up being close to a HealingSpring or something similar that can restore the party.
* ''VideoGame/StellaGlow'': The standard save point is Alto's room in Lambert City, and can be accessed during both Free Time and right before going to the destination of the current Mission Time. The game also prompts a SuspendSave right before plot-critical battles, which is stored separately from the currently-used save file (from a technical standpoint, this is also the reason why the game has only two save files). Concluding such battles or missions, as well as whole chapters, prompts the option for a permanent save without needing to head back to Alto's room.
* ''VideoGame/{{Suikoden}}'' games allow you to save at inns, as well as Journeyman Crystals in various dungeons and other places. In one instance in the second game, a student of Greenhill Academy served as a temporary save point before a boss fight.
* ''VideoGame/QuestArrest'': The game has these in the form of floating crystals. [[PlayerCharacter Detective Bennett]] can use these to save the game and regenerate health.
Kris.
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Just remembered another!

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[[folder:Party Games]]
* ''VideoGame/MarioParty'': In certain games, such as ''VideoGame/MarioParty2'' (with Mini-Game Coaster) and ''VideoGame/MarioParty7'' (with King of the River), there's a mode where the player has to win minigames across worlds or sections. At the start of each world, the player reaches a space where they can save their progress, which becomes handy in such modes because the number of extra lives is limited (and one is lost upon each defeat in a minigame). In the main party sessions proper, the game either provides the option to save after every turn, or does so automatically (though some of the later games do not have the option and thus the player(s) have to keep playing until the end to record the whole party session).
[[/folder]]
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Adding two new examples

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* ''VideoGame/NierAutomata'': The save points have a unique justification. All androids, including 2B [[spoiler:and later 9S]], have their memories stored in [=YorHa=], allowing them to respawn from one of the unlocked save points (which resemble highly-advanced fridges) should they be destroyed during battle. The fridges, once unlocked, emit a signal that covers a circular area within which the player can save via pausing without needing to head to their exact location. Past a later chapter in the game, they also serve as WarpWhistle points.


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* ''VideoGame/StellaGlow'': The standard save point is Alto's room in Lambert City, and can be accessed during both Free Time and right before going to the destination of the current Mission Time. The game also prompts a SuspendSave right before plot-critical battles, which is stored separately from the currently-used save file (from a technical standpoint, this is also the reason why the game has only two save files). Concluding such battles or missions, as well as whole chapters, prompts the option for a permanent save without needing to head back to Alto's room.
Is there an issue? Send a MessageReason:
None


* ''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]], which uses AutoSave.

to:

* ''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 [[VideoGame/FatalFrameMaidenOfBlackWater the [[VideoGame/FatalFrameVMaidenOfBlackWater fifth game]], which uses AutoSave.
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* ''VideoGame/ChaseTheExpress'' takes place entirely inside a train, and the ''toilets'' are save points.
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Huh?


Video gamers often take the technical difficulty of saving the game to disc fo¹r granted. To be able to stop the game and then restart it later from that exact same point requires that the entire state of the game be rendered into a serial representation and saved to some non-volatile medium (that is, a disk, battery-backed memory within a cartridge, or flash memory on a card). This is actually a very tricky problem, especially if you don't have the luxury of just writing out the entire contents of memory. Such a luxury certainly isn't available on platforms lacking disk or battery backup, where the save file has to be translated into a reasonably compact sequence of letters and numbers to produce a [[PasswordSave password for the player to write down]]. It simplifies things greatly to place substantial restrictions on where and when the game may be saved.

to:

Video gamers often take the technical difficulty of saving the game to disc fo¹r for granted. To be able to stop the game and then restart it later from that exact same point requires that the entire state of the game be rendered into a serial representation and saved to some non-volatile medium (that is, a disk, battery-backed memory within a cartridge, or flash memory on a card). This is actually a very tricky problem, especially if you don't have the luxury of just writing out the entire contents of memory. Such a luxury certainly isn't available on platforms lacking disk or battery backup, where the save file has to be translated into a reasonably compact sequence of letters and numbers to produce a [[PasswordSave password for the player to write down]]. It simplifies things greatly to place substantial restrictions on where and when the game may be saved.
Is there an issue? Send a MessageReason:
None


Video gamers often take the technical difficulty of saving the game to disc for granted. To be able to stop the game and then restart it later from that exact same point requires that the entire state of the game be rendered into a serial representation and saved to some non-volatile medium (that is, a disk, battery-backed memory within a cartridge, or flash memory on a card). This is actually a very tricky problem, especially if you don't have the luxury of just writing out the entire contents of memory. Such a luxury certainly isn't available on platforms lacking disk or battery backup, where the save file has to be translated into a reasonably compact sequence of letters and numbers to produce a [[PasswordSave password for the player to write down]]. It simplifies things greatly to place substantial restrictions on where and when the game may be saved.

to:

Video gamers often take the technical difficulty of saving the game to disc for fo¹r granted. To be able to stop the game and then restart it later from that exact same point requires that the entire state of the game be rendered into a serial representation and saved to some non-volatile medium (that is, a disk, battery-backed memory within a cartridge, or flash memory on a card). This is actually a very tricky problem, especially if you don't have the luxury of just writing out the entire contents of memory. Such a luxury certainly isn't available on platforms lacking disk or battery backup, where the save file has to be translated into a reasonably compact sequence of letters and numbers to produce a [[PasswordSave password for the player to write down]]. It simplifies things greatly to place substantial restrictions on where and when the game may be saved.



* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen.

to:

* The ''VideoGame/MarioAndLuigi'' series has save blocks or albums every couple of rooms to save the game at. In the first three games, this was the only way you could save, but ''VideoGame/MarioAndLuigiDreamTeam'' manages to have both these and a save anywhere feature at the same time, using the former to mark spots where the player probably should save the game. ''VideoGame/MarioAndLuigiPaperJam'' finally bucks the trend entirely, giving the player a permanent save button on the bottom screen. The ability to save anywhere was also kept in the remake of ''VideoGame/MarioAndLuigiSuperstarSaga'', but ultimately removed again for the remake of ''VideoGame/MarioAndLuigiBowsersInsideStory''.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LuigisMansion'': The original game 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). As a catch, whenever you resume your playthrough, you'll always start at the mansion's entrance (even if the Toad you last saved progress with wasn't the one from there). While Toads are present in ''VideoGame/LuigisMansionDarkMoon'' as well, they don't save your progress since the only means to save in the game is by completing the missions (and ''VideoGame/LuigisMansion3'' has an auto-save feature).

to:

* ''VideoGame/LuigisMansion'': ''VideoGame/LuigisMansion1'': The original game 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). As a catch, whenever you resume your playthrough, you'll always start at the mansion's entrance (even if the Toad you last saved progress with wasn't the one from there). While Toads are present in ''VideoGame/LuigisMansionDarkMoon'' as well, they don't save your progress since the only means to save in the game is by completing the missions (and ''VideoGame/LuigisMansion3'' has an auto-save feature).
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* ''VideoGame/EternityTheLastUnicorn'': Bonfires serves as savepoints, and when you save your onscreen character takes a seat around the flames.
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* ''VideoGame/{{Observo}}'': Desks serve this role in the game, like the one in Room 9 (the room Edgar checked into), and the one in the lost and found.

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** Most games from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations", which are almost always small rooms with no enemies.[[note]]Though during the
endgame [[StealthBasedGame stealth]] [[UnexpectedGameplayChange segment]] ''VideoGame/MetroidZeroMission'', enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will be temporarily disabled until you've ditched them.[[/note]] The exception to this is the aforementioned second game and [[VideoGame/MetroidSamusReturns its remake]], which just have their save points out in the open (albeit away from enemy spawn points).
** Samus Aran's gunship is also a save point of its own (and completely recharges all ammunition on top of that), but this is generally only important in titles where there is frequent planet-hopping, such as ''VideoGame/MetroidPrime3Corruption'' and ''VideoGame/MetroidPrimeHunters''. Especially so in ''Hunters'', where the gunship is the''only'' resource for saving your progress thanks to save rooms being absent.

to:

** Most games from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations", which are almost always small rooms with no enemies.[[note]]Though during the
the endgame [[StealthBasedGame stealth]] [[UnexpectedGameplayChange segment]] of ''VideoGame/MetroidZeroMission'', enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will be temporarily disabled until you've ditched them.[[/note]] The exception to this is the aforementioned second game and [[VideoGame/MetroidSamusReturns its remake]], which just have their save points out in the open (albeit away from enemy spawn points).
** Samus Aran's gunship is also a save point of its own (and completely recharges all ammunition on top of that), but this is generally only important in titles where there is frequent planet-hopping, such as ''VideoGame/MetroidPrime3Corruption'' and ''VideoGame/MetroidPrimeHunters''. Especially so in ''Hunters'', where that). In ''VideoGame/MetroidPrimeHunters'', the gunship is the''only'' the ''only'' resource for saving your progress thanks to save rooms being absent.

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** 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.
** 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 (and the Command Visor allows you to summon it into a newly-discovered landing site as long as the space is cleared). In the case of ''VideoGame/MetroidPrimeHunters'', it's the ''only'' resource for saving your progress, since save rooms are absent.

to:

** Most games from [[VideoGame/MetroidIIReturnOfSamus the second game]] onward allows saving at specially marked "Save Stations". These Stations", which 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'', enemies.[[note]]Though during the the
endgame [[StealthBasedGame stealth]] [[UnexpectedGameplayChange segment]], in which segment]] ''VideoGame/MetroidZeroMission'', enemies chasing you after you've tripped an alarm can and will follow you into Save Stations, which will, of course, will be temporarily disabled until you've ditched them.
them.[[/note]] The exception to this is the aforementioned second game and [[VideoGame/MetroidSamusReturns its remake]], which just have their save points out in the open (albeit away from enemy spawn points).
** Samus Aran's gunship is also a save point on of its own. In most games own (and completely recharges all ammunition on top of that), but this isn't much, is generally only important in titles where there is frequent planet-hopping, such 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 (and and ''VideoGame/MetroidPrimeHunters''. Especially so in ''Hunters'', where the Command Visor allows you to summon it into a newly-discovered landing site as long as the space gunship is cleared). In the case of ''VideoGame/MetroidPrimeHunters'', it's the ''only'' the''only'' resource for saving your progress, since progress thanks to save rooms are being absent.

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