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* In ''Manga/UQHolder'', this is Kirie's form of immortality: she can set a "save point", and if she dies, she returns to that point in time.

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* In ''Manga/UQHolder'', this is Kirie's form of immortality: she can set a "save point", and if she dies, she returns to that point in time. She can use this to dodge the attacks of far more powerful opponents by repeatedly dying to them and learning how they fight.



* In the film ''Film/SourceCode'', the protagonist lives the last 8 minutes in the life of a schoolteacher who is doomed to die in an explosion on a commuter train. However, when he dies, he gets restarted at the start of those 8 minutes. So, basically, his mission is to savescum to find out who blew up the train.

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* In the film ''Film/SourceCode'', the protagonist lives experiences (via simulation) the last 8 minutes in the life of a schoolteacher who is doomed to die in an explosion on a commuter train. However, when he dies, he gets restarted at the start of those 8 minutes. So, basically, his mission is to savescum to find out who blew up the train. Notably, he does not have an infinite number of retries, as time advances normally outside the simulation.

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* ''VideoGame/SniperEliteIII:'' The loading screens give gameplay hints. Some of these ''tell you to save frequently.''
--> Save often. You never know when a firefight will break out.
--> Elite snipers do not rely on checkpoints.

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* While save scumming does help tremendously with Paradox Games' recent historical simulations, ''VideoGame/CrusaderKings'' and ''VideoGame/EuropaUniversalis'', you're practically barred from doing so if you want to win any achievements.


** In ''Film/AvengersInfinityWar'', [[spoiler: Strange uses the Time Stone to live out over ''fourteen million'' possible methods of defeating Thanos, and only finds one.]]

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** In ''Film/AvengersInfinityWar'', [[spoiler: Strange uses the Time Stone to live out over ''fourteen million'' possible methods of defeating Thanos, and only finds one.]]

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** ''VideoGame/XCOMEnemyUnknown'' has the ironically named "Save Scum" option in the Second Wave difficulty modifiers, which resets the random number seed every time you load a game so your actions play out differently and save scumming no longer becomes a viable strategy. However while this was optional in ''Enemy Unknown/Within'', ''VideoGame/XCOM2'' has this by default and [[NoFairCheating it can't be disabled]].


** The first game has side quests with multiple outcomes. Not only are there different rewards depending on the outcome, the outcome will have some effect on NPCs' relationships on the Affinity Chart. The general rule is [[VideoGameCaringPotential the better the outcome, the better the reward]]. However, some of the outcomes are collectible item-based and if you already have all the needed collectibles for the ''bad option'', the game immediately locks you on the path for it without really giving you a choice. SaveScumming is necessary if you're already set for the bad outcome, as you'll know which items to dump from your inventory to prevent a damaged relationship. A notable example of this happening is the side quest "Ingredients for a Brew", where the ingredients for the bad option are an incredibly common item from an early game area in comparison to the ingredients for the good option.[[note]]This is slightly remedied in the [[UpdatedReelease 3DS re-release]], where if you have both the required number of Bitter Kiwis and Walnut Grapes when you accept the quest, the game locks you on the more desirable Bitter Kiwi route[[/note]]

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** The first game has side quests with multiple outcomes. Not only are there different rewards depending on the outcome, the outcome will have some effect on NPCs' relationships on the Affinity Chart. The general rule is [[VideoGameCaringPotential the better the outcome, the better the reward]]. However, some of the outcomes are collectible item-based and if you already have all the needed collectibles for the ''bad option'', the game immediately locks you on the path for it without really giving you a choice. SaveScumming is necessary if you're already set for the bad outcome, as you'll know which items to dump from your inventory to prevent a damaged relationship.relationship before trying again. A notable example of this happening is the side quest "Ingredients for a Brew", where the ingredients for the bad option are an incredibly common item from an early game area in comparison to the ingredients for the good option.[[note]]This is slightly remedied in the [[UpdatedReelease 3DS re-release]], re-release, where if you have both the required number of Bitter Kiwis and Walnut Grapes when you accept the quest, the game locks you on the more desirable favorable Bitter Kiwi route[[/note]]


* ''VideoGame/{{Xenoblade}}'' practically doesn't even give you a choice when it comes to getting the Advanced Art Books needed to fully level up your characters' skills. They can only be obtained from boss-level monsters that are all level seventy or higher, and some of them have very difficult spawn conditions. And just to add insult to injury, some of these Art Books have a [[RareRandomDrop drop rate of less than one percent.]] So your choices for getting these books are to either go through the pains to repeatedly respawn these boss-level enemies, then fight them and beat them, and then rinse and repeat until you get the item, or just spawn and beat them once, save, and then open the chest that they drop. Since the contents of the chest aren't determined until after you open them, you can just keep reloading your save until you get the item you want.

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* ''VideoGame/{{Xenoblade}}'' series:
** The first game
practically doesn't even give you a choice when it comes to getting the Advanced Art Books needed to fully level up your characters' skills. They can only be obtained from boss-level monsters that are all level seventy or higher, and some of them have very difficult spawn conditions. And just to add insult to injury, some of these Art Books have a [[RareRandomDrop drop rate of less than one percent.]] So your choices for getting these books are to either go through the pains to repeatedly respawn these boss-level enemies, then fight them and beat them, and then rinse and repeat until you get the item, or just spawn and beat them once, save, and then open the chest that they drop. Since the contents of the chest aren't determined until after you open them, you can just keep reloading your save until you get the item you want.want.
** The first game has side quests with multiple outcomes. Not only are there different rewards depending on the outcome, the outcome will have some effect on NPCs' relationships on the Affinity Chart. The general rule is [[VideoGameCaringPotential the better the outcome, the better the reward]]. However, some of the outcomes are collectible item-based and if you already have all the needed collectibles for the ''bad option'', the game immediately locks you on the path for it without really giving you a choice. SaveScumming is necessary if you're already set for the bad outcome, as you'll know which items to dump from your inventory to prevent a damaged relationship. A notable example of this happening is the side quest "Ingredients for a Brew", where the ingredients for the bad option are an incredibly common item from an early game area in comparison to the ingredients for the good option.[[note]]This is slightly remedied in the [[UpdatedReelease 3DS re-release]], where if you have both the required number of Bitter Kiwis and Walnut Grapes when you accept the quest, the game locks you on the more desirable Bitter Kiwi route[[/note]]
** In ''VideoGame/XenobladeChroniclesX'', the player is only given [[SaveGameLimits one save file per account]]. Like the first game, a good number of the side quests have multiple outcomes depending on your choices (and some of them affect connected future side quests). The rewards stay the same regardless of outcome this time, but [[GuideDangIt unless you know ahead of time]], you're not going to get the [[VideoGameCaringPotential favorable outcome]] on the first attempt every time. If the "bad choice" doesn't lead to damaged NPC relationships, it usually leads to one or more friendly [=NPCs=] getting killed.
** ''VideoGame/XenobladeChronicles2'' also only has [[SaveGameLimits one save file per account]]. However, this is averted with awakening Blades. With the exception of the first Core Crystal given to you, the game auto-saves every time you awaken a Blade. This is to prevent players from unlocking all the Rare Blades without using up many Core Crystals, as Rare Blades have a slight chance of being awakened even from Common Core Crystals.


* This style of play is seen as an inherent part of the ''{{Franchise/Fire Emblem}}'' series. Until ''[[VideoGame/FireEmblemAwakening Awakening]]'' introduced "Casual Mode"[[note]]-- and ''[[VideoGame/FireEmblemFates Fates]]'' introduced the [[EasierThanEasy even more forgiving]] "Phoenix Mode" --[[/note]], every installment had players dealing with FinalDeath at ''every difficulty level''. Any character that falls in battle is unable to be used again and is even removed from the game entirely depending on their plot importance. As a result, most players quickly restart whenever someone is killed to prevent their death.

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* This style of play is seen as an inherent part of the ''{{Franchise/Fire Emblem}}'' series. Until ''[[VideoGame/FireEmblemAwakening Awakening]]'' ''[[VideoGame/FireEmblemMysteryOfTheEmblem New Mystery of the Emblem]]'' introduced "Casual Mode"[[note]]-- and ''[[VideoGame/FireEmblemFates Fates]]'' introduced the [[EasierThanEasy even more forgiving]] "Phoenix Mode" --[[/note]], every installment had players dealing with FinalDeath at ''every difficulty level''. Any character that falls in battle is unable to be used again and is even removed from the game entirely depending on their plot importance. As a result, most players quickly restart whenever someone is killed to prevent their death.


* ''LightNovel/JuuniTaisen'': [[spoiler: Rat's special ability allows him to experience 100 outcomes at once, selecting one that becomes reality while erasing the others. In most cases, the differences are so minute that it doesn't matter and some outcomes are unavoidable no matter what he tries. This includes him failing to ask a girl out 100 different ways, and being unable to avoid participating in the Juni Taisen no matter what he tried. Because it requires him to experience all 100 realities before selecting one, his power takes an enormous physical and mental toll on him. The 99 realities he rejects leave behind echoes that cause other people to wonder HaveWeMet]].

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* ''LightNovel/JuuniTaisen'': ''LightNovel/JuniTaisenZodiacWar'': [[spoiler: Rat's special ability allows him to experience 100 outcomes at once, selecting one that becomes reality while erasing the others. In most cases, the differences are so minute that it doesn't matter and some outcomes are unavoidable no matter what he tries. This includes him failing to ask a girl out 100 different ways, and being unable to avoid participating in the Juni Taisen no matter what he tried. Because it requires him to experience all 100 realities before selecting one, his power takes an enormous physical and mental toll on him. The 99 realities he rejects leave behind echoes that cause other people to wonder HaveWeMet]].


* One ''Webcomic/{{Nodwick}} comic, Nodwick accidentally touched a mystic artifact that allowed him to return to the point in time when he touched it at will. In order to get the crew to correctly stop TheEndOfTheWorld, he has to come back so many times that he becomes a master fighter, wizard, and cleric in the process. After stopping the threat, Yeagar, Artax, and Piffany erase his memory so they don't have to deal with having a henchman who's more of a BadAss than they are.

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* One ''Webcomic/{{Nodwick}} comic, Nodwick accidentally touched a mystic artifact that allowed him to return to the point in time when he touched it at will. In order to get the crew to correctly stop TheEndOfTheWorld, he has to come back so many times that he becomes a master fighter, wizard, and cleric in the process. After stopping the threat, Yeagar, Artax, and Piffany erase his memory so they don't have to deal with having a henchman who's more of a BadAss badass than they are.


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* One ''Webcomic/{{Nodwick}} comic, Nodwick accidentally touched a mystic artifact that allowed him to return to the point in time when he touched it at will. In order to get the crew to correctly stop TheEndOfTheWorld, he has to come back so many times that he becomes a master fighter, wizard, and cleric in the process. After stopping the threat, Yeagar, Artax, and Piffany erase his memory so they don't have to deal with having a henchman who's more of a BadAss than they are.


* ''VideoGame/{{Zork}}'' required this as the two fights in-game (the thief and the troll) were {{LuckBasedMission}}, and [[ContinuingIsPainful a revive made the game]] UnwinnableByDesign. There is a case of GoodBadBugs where careful use of save scum and a "do it again" shortcut can make the thief fight far easier then it should be, and it necessary for a speed run.

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* ''VideoGame/{{Zork}}'' required this as the two fights in-game (the thief and the troll) were {{LuckBasedMission}}, {{LuckBasedMission}}s, and [[ContinuingIsPainful a revive made the game]] UnwinnableByDesign. There is a case of GoodBadBugs where careful use of save scum and a "do it again" shortcut can make the thief fight far easier then it should be, and it is necessary for a speed run.


* {{Creator/Sierra}}'s classic {{adventure game}}s seem to have been designed with this practice in mind:

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* {{Creator/Sierra}}'s classic {{adventure game}}s seem to have been designed with this practice in mind:mind. Their manuals actually encouraged this behavior by telling players up front, ''"Save early, save often, and don't overwrite your saves."'':



** Sierra's manuals actually encouraged this behavior by telling players up front, ''"Save early, save often, and don't overwrite your saves."


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* ''VideoGame/{{Zork}}'' required this as the two fights in-game (the thief and the troll) were {{LuckBasedMission}}, and [[ContinuingIsPainful a revive made the game]] UnwinnableByDesign. There is a case of GoodBadBugs where careful use of save scum and a "do it again" shortcut can make the thief fight far easier then it should be, and it necessary for a speed run.

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