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* ''{{Ib}}'' uses small diaries on tables stationed throughout the gallery world for saving.

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* ''{{Ib}}'' ''VideoGame/{{Ib}}'' uses small diaries on tables stationed throughout the gallery world for saving.
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* ''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.
** Speaking of Roguelikes, The Nintendo DS game ''Izuna: Legend of the Unemployed Ninja'' 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.

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* ''NetHack'' ''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.
** Speaking of Roguelikes, * The Nintendo DS game ''Izuna: Legend of the Unemployed Ninja'' ''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).
**
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.

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* 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 [[Disney/TheLionKing 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 pretty much 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. How's that for ParanoiaFuel?
** A notable but lesser known 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!

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* 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 [[Disney/TheLionKing 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 pretty much 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. How's that for ParanoiaFuel?
**
A notable but lesser known 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!
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* ''VideoGame/{{Faria}}'' has an inn in each town where you can save the game.

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* 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 [[Disney/TheLionKing 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 pretty much 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. How's that for ParanoiaFuel?
** A notable but lesser known 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!
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* In ''VideoGame/TheTwistedTalesOfSpikeMcFang'', some of the helpful moai are there to save your game.
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** ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' 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.

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** ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' requires going to a weather vane to save. Thankfully 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.
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* Valdis Story: Abyssal City has the statues of the titular lady to save your game, refill health, and refill potions.

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* Valdis Story: Abyssal City ''VideoGame/ValdisStoryAbyssalCity'' has the statues of the titular lady to save your game, refill health, life, and refill magic potions.
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** This gets relaxed a little in [[VideoGame/DeadRising2 the sequel]]. 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]].
* ''NoMoreHeroes'' uses toilets as save points. There are always bathrooms before boss fights, regardless of where they take place.
** In the second game, when playing as Shinobu, the toilets are replaced with a [[FanService fanservicey shower scene,]] which is even odder than a plain bathroom, as apparently you can find a huge, luxurious bathroom complete with shower in the middle of a bank, or the warehouse district.

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** This gets relaxed a little in [[VideoGame/DeadRising2 the sequel]]. Instead * 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]].
* ''NoMoreHeroes'' ''VideoGame/NoMoreHeroes'' uses toilets as save points. There are always bathrooms before boss fights, regardless of where they take place.
**
place. In the second game, ''VideoGame/NoMoreHeroes2DesperateStruggle'', when playing as Shinobu, the toilets are replaced with a [[FanService fanservicey shower scene,]] which is even odder than a plain bathroom, as apparently you can find a huge, luxurious bathroom complete with shower in the middle of a bank, or the warehouse district.
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** This gets relaxed a little in [[VideoGame/DeadRising2 the sequel]]. 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]].
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* Demonstrated [[http://www.goldcoincomics.com/?id=17 here]] in a GGC strip.

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* Demonstrated [[http://www.[[http://gcc.goldcoincomics.com/?id=17 com/?page=17 here]] in a GGC strip.
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* ''VideoGame/{{Castlevania}}'' has seen many different kinds of saving. A few examples:
** 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|1986}}'' for NES, which had no saving at all except in the Japanese Disk System version. Ports and remakes usually give it a chapter-based system, which helps a bit. None of the GB games (Adventure, Belmont's Revenge, or Legends) or WiiWare's Castlevania: The Adventure Rebirth have saving either.
** With the advent of {{Metroidvania}}, most CV games now use saverooms instead, as there are no strictly-defined chapters.
** ''Harmony of Dissonance'' has the series' most generous save system to date. You can save everything but your position at any time; if you die, you'll load from the last saveroom you used, but without losing any equipment or EXP you'd gained. This eliminates the familiar problem of desperately trying to make it back to a saveroom, low on HP and carrying some precious rare item drop.
** ''Aria of Sorrow'', on the other hand, provides saverooms and save-and-exit. The DS games have followed suit (which led to a useful glitch in ''Portrait of Ruin'').

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* ''VideoGame/{{Castlevania}}'' ''Franchise/{{Castlevania}}'' has seen many different kinds of saving. A few examples:
** Most of the old-style CV ''CV'' games used chapter-based saves, implemented through either passwords or savefiles. The big exception is the original ''VideoGame/{{Castlevania|1986}}'' ''VideoGame/{{Castlevania|I}}'' for NES, which had no saving at all except in the Japanese Disk System version. Ports and remakes usually give it a chapter-based system, which helps a bit. None of the GB games (Adventure, Belmont's Revenge, (''VideoGame/CastlevaniaCastlevaniaTheAdventure'', ''VideoGame/CastlevaniaIIBelmontsRevenge, or Legends) ''VideoGame/CastlevaniaLegends'') or WiiWare's Castlevania: The Adventure Rebirth 'VideoGame/CastlevaniaTheAdventureRebirth'' have saving either.
** With the advent of {{Metroidvania}}, most CV ''CV'' games now use saverooms instead, as there are no strictly-defined chapters.
** ''Harmony of Dissonance'' ''VideoGame/CastlevaniaHarmonyOfDissonance'' has the series' most generous save system to date. You can save everything but your position at any time; if you die, you'll load from the last saveroom you used, but without losing any equipment or EXP you'd gained. This eliminates the familiar problem of desperately trying to make it back to a saveroom, low on HP and carrying some precious rare item drop.
** ''Aria of Sorrow'', ''VideoGame/CastlevaniaAriaOfSorrow'', on the other hand, provides saverooms and save-and-exit. The DS games have followed suit (which led to a useful glitch in ''Portrait of Ruin'').''VideoGame/CastlevaniaPortraitOfRuin'').



* ''ShadowOfTheColossus'' features both. 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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* ''ShadowOfTheColossus'' ''VideoGame/ShadowOfTheColossus'' features both. 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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* 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]], and even that one is only available 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. 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]], and even that one is only available though it's possible to use it to save because of a glitch, for one frame.
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** ''VideoGame/TheLegendOfZeldaMajorasMask'' has these due to its special time-based gameplay. There are Owl Statues throughout towns and places where you can save. The owls will only open up if you strike them with your sword in Human Link form, though, and you can only save and quit at the Owls; once you load it up, you can't reload that same save. 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. It also teaches you a song early in the game that takes you immediately to any Owl Statue to save quickly or warp to a place easily, making them handy checkpoints to have.
** Also present in [[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]], except these statues don't force the player to stop playing. They also double as warp points between Hyrule and Skyloft or as {{Escape Rope}}s in dungeons.
** Save points are also present in [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]], which requires going to a weather vane to save. Thankfully, they also serve as WarpWhistle destinations, so it's always easy to reach one.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'' has these due to its special time-based gameplay. There are Owl Statues throughout towns and places where you can save. [[SuspendSave save-and-quit]] (but not perform "normal" saves). The owls will also only open up if you strike them with your sword in Human Link form, though, and you can only save and quit at the Owls; once you load it up, you can't reload that same save.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. It also teaches you a song early in the game that takes you immediately to any Owl Statue to save quickly or warp to a place easily, making them handy checkpoints to have.
** Also present in [[VideoGame/TheLegendOfZeldaSkywardSword The series switched to using save points for normal saving with ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]], except these Sword]]''. The statues don't force the player to stop playing. They also double as warp points between Hyrule and Skyloft or as {{Escape Rope}}s in dungeons.
** Save points are also present in [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]], which Worlds]]'' requires going to a weather vane to save. Thankfully, 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.
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* ''VideoGame/TheLegendOfZeldaMajorasMask'' has these, unlike any other game in the Zelda series, due to its special time-based gameplay. There are Owl Statues throughout towns and places where you can save. The owls will only open up if you strike them with your sword in Human Link form, though, and you can only save and quit at the Owls; once you load it up, you can't reload that same save. 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.
** It also teaches you a song early in the game that takes you immediately to any Owl Statue to save quickly or warp to a place easily, making them handy checkpoints to have.

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* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/TheLegendOfZeldaMajorasMask'' has these, unlike any other game in the Zelda series, these due to its special time-based gameplay. There are Owl Statues throughout towns and places where you can save. The owls will only open up if you strike them with your sword in Human Link form, though, and you can only save and quit at the Owls; once you load it up, you can't reload that same save. 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.
**
back. It also teaches you a song early in the game that takes you immediately to any Owl Statue to save quickly or warp to a place easily, making them handy checkpoints to have.



** Save points seem to have become the norm for Zelda games, as [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]] now requires going to a weather vane to save. Thankfully, they also serve as WarpWhistle destinations, so it's always easy to reach one.

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** Save points seem to have become the norm for Zelda games, as are also present in [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]] now Worlds]], which requires going to a weather vane to save. Thankfully, they also serve as WarpWhistle destinations, so it's always easy to reach one.
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** Save points seem to have become the norm for Zelda games, as [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]] now requires going to a weather vane to save. Thankfully, they also serve as WarpWhistle destinations, so it's always easy to reach one.
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None


* ''ShinMegamiTenseiNocturne'' 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.
* The original ''VideoGame/ShinMegamiTensei'' 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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* ''ShinMegamiTenseiNocturne'' ''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.
* The original ''VideoGame/ShinMegamiTensei'' ''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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* Valdis Story: Abyssal City has the statues of the titular lady to save your game, refill health, and refill potions.
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* TombRaider used those mirrored, diamond-shaped objects in the console versions.

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* TombRaider ''Franchise/TombRaider'' used those mirrored, diamond-shaped objects in the console versions.
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* The original ''VideoGame/ShinMegamiTensei'' 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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Compare {{Autosave}}.
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* The 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.
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[[AC:FanFiction]]
* ''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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* ''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]].
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* In ''VideoGame/AnimalCrossing'' you can save by talking to the Gyroid in front of your house, and choose to continue or quit. From the DS version onward you can save anywhere, by pressing the Start button (or the button at the top-right corner of the screen in the Wii version), but there's no save and continue option anymore.

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* In ''VideoGame/AnimalCrossing'' you can save by talking to the Gyroid in front of your house, and choose to continue or quit. From the DS version onward you can save anywhere, by pressing the Start button (or the button at the top-right corner of the screen in the Wii version), but there's no the option to save and continue option anymore.
wasn't reintroduced until ''New Leaf''
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*** At one point in ''SilentHill2'' 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.
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* In ''VideoGame/TheLastStory'', save points are portrayed as luminiscent, white-colored spots.
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* The ''VideoGame/{{X}}-Universe'' series normally only allows you to save while docked at a space station (it autosaves when you dock, then you can save again after you do your business if you like). Players can also buy [[SaveGameLimits Salvage Insurance]], which lets them save in flight at the cost of one unit.

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* The ''VideoGame/{{X}}-Universe'' series normally only allows you to save while docked at a space station (it autosaves when you dock, then you can save again after you do your business if you like). Players can also buy [[SaveGameLimits [[SaveToken Salvage Insurance]], which lets them save in flight at the cost of one unit.
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* ''{{Rule Of Rose}}'': 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.
* ''{{Haunting Ground}}'' makes use of grandfather clocks for saving; the game awards the watchful player by making regular clocks of all shapes and sizes (including a sundial) save points too.

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* ''{{Rule Of Rose}}'': ''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.
* ''{{Haunting Ground}}'' ''VideoGame/HauntingGround'' makes use of grandfather clocks for saving; the game awards the watchful player by making regular clocks of all shapes and sizes (including a sundial) save points too.
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* The ''[[VideoGame/MegaManZero Zero]]'' and ''[[VideoGame/MegaManZX ZX]]'' games have elements of {{Metroidvania}} to them, and thus provide saverooms.

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* The ''[[VideoGame/MegaManZero Zero]]'' and ''[[VideoGame/MegaManZX ZX]]'' first MegaManZero as well as the MegaManZX games have elements of {{Metroidvania}} to them, and thus provide saverooms.save rooms.

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