Knowledge (XXG)

Saved game

Source ๐Ÿ“

1143: 850:. Instead, everything needed to reconstruct the game state is encoded in and displayed on-screen as a string of text, usually comprising random alphanumeric characters, and the player can then record or memorize it. The player may later resume play from that point by entering the same password. Passwords were widely used by home console games before the advent of non-volatile memory and later internal and external storage. 789: 1179: 1056: 656: 544: 84: 340:", "iron man", and "hardcore", and the feature has developed over the years from being the only kind of save system per game to the more modern 'suspend game' feature among regular save points. For online games, the game's progress is maintained on the remote server. In some games, upon resuming the game from a save game, the software locks or marks the save game. Early examples include 261: 186: 43: 1280: 780:, which are known for employing the mechanic such that if the player were to die in the game, their save file is deleted and the game must be restarted. The term "perma-death" would come to refer to the concept used for that purpose. It is possible to cheat the system by copying and reusing suspend save files in an act of what is considered to be a form of savescumming. 633:".) Save points are employed either because the game is too complex to allow saving at any given point or to attempt to make the game more challenging by forcing the player to rely on their skills instead of on the ability to retry indefinitely. Save points are easier to program and thus attractive from a development standpoint. 821:, as checkpoints are intrinsically "gamey" and might even need an explanation of how they work. Invisible checkpoints do not break immersion but make players unsure of where they will respawn. Usually, if a player does get a game over, then their progress will be lost, and the player would lose all of their checkpoints. 716:
Overusing saved games may be seen as unfair and in such a context is referred to as "savescumming". Savescumming makes losing a game impossible because whenever the player loses or is about to lose, a savegame is loaded, effectively turning back time to the situation before the loss. In a video game,
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Quick-saving and quick-loading allow the player to save or load the game with a single keystroke. These terms are used to differentiate between the traditional saving mechanism where the player is required to invoke a menu or dialog box, issue save the order, specify a title for the game being saved
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From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how
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situation by losing anyone or anything needed to continue and win. For example, in a game that features a casino, the player could save the game and then bet all their in-game money on black at a roulette table. If the outcome is black, their money is doubled and the player saves the game again. If
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The advantage of quick saving is its low burden: The player only has to press a button and, if applicable, wait a few seconds. The disadvantage is the automatic loss of the previous quick-saved game. Games that only offer quick saving may be impossible to play by two different players (or more)
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after death. Characters generally respawn at the last checkpoint that they have reached. A respawn is most often due to the death of the in-game character, but it can also be caused by the failure to meet an objective required to advance in the game. Checkpoints might be temporary, as they stop
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Some games only permit "suspend saves" in which the game is automatically saved upon exiting and reloaded upon restarting. The aim of a suspend save is only to allow the gameplay to be temporarily interrupted; as such, suspend saves are erased when the player resumes the game. This concept was
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series. To play the second and third installments, players needed to import the characters they'd used in the previous installment, which retained all experience and equipment gained in that installment. Later versions of the games made this feature optional, as do franchises such as the
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Depending on the game, a player will have the ability to save the game either at any arbitrary point (usually when the game has been paused), after a specific task has been completed (such as at the end of a level), or at designated areas within the game known as save points.
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of an emulated program to disk. Save states enable players to save their games even when the emulated game or system does not support the feature. For instance, save states may be used to circumvent saving restrictions or as a savescumming technique. An associated concept is
328:". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". 1261:
These generally use either a magnetic card to store the data, a card that stores data through network (internet) connection or through a server, or some combination thereof. Similarly, passwords have generally been rare at arcades, with occasional exceptions, such as
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have facilitated the sharing of save games among online communities, creating a space for gamers to share their in-game progression with other fellow gamers in a simple way and providing the right instructions. However, with the inclusion of a progress meter or
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Game saving does not need to be manual. Some video games save the game in progress automatically, such as after the pass of a fixed amount of time, at certain predetermined points in the game as an extension to the save point concept, or when the player exits.
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titles allow players to save a "restore point," which is like a quick save but has no restrictions on reloading. Although likely derived from quick saves, restore points are functionally identical to save states, and can be used for many of the same purposes.
743:, so that undesired random outcomes cannot be avoided simply by saving and reloading. In this situation, when the player reloads a saved game, 'random' events will occur identically every time โ€“ the only way to get a different outcome is to play differently. 1108:
For many years, sharing game saves among friends has been very common. From trading passwords to swapping memory cards, gamers have always been able to help each other out to unlock features in a game. With the rise of the Internet, platforms like
838:. Leaving the decision of when to save up to the player increases the likelihood that a save will be made during a less than favourable game state. A quicksave shortly before an event which kills the player creates what is known as a death loop. 331:
Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on regretting a choice, continue from an earlier point on.
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Although the feature of save games often allows for gameplay to resume after a game over, a notable exception is in games where save games are deleted when it is game over. Several names are used to describe this feature, including
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disagreed that year, stating that save games "allow users to experiment with different approaches to the same situation". Home computers in the early 1980s had the advantage of using external media for saving, with
614:, the player can save at almost any time, but only if no enemies are in the room. To make gaming more engaging, some video games may impose a limit on the number of times a player saves the game. For instance, 830:
and, if applicable, confirm whether an old saved game file with the same title should be overwritten. The term "quick save" may be used in video games that lack the traditional saving mechanism altogether.
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s save-game feature, that "while some cowards use it to retain their hard-earned position in the game before making some dangerous move", it was intended to let players play over many weeks.
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The available ways to save a game affect gameplay, and can represent a practice of players or an explicit decision by designers to give the game a particular feel or alter its difficulty.
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working when the player loses their last life, completes or quits the level, especially in platform games. Most modern games, however, save the game to memory at these points, known as
1118:" that tracks player progress in games for the Xbox 360, many players are beginning to view those who load other people's files onto their systems as "cheaters". Some games such as 642:
permits saving anywhere when the player is traveling on the world map, but once the player enters a location (e.g. town, cavern or forest), saving is only possible at save points.
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actively encourages players that have completed the game to share their progress with others via a password swapping side quest that is available after finishing the main story.
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Savescumming is made an in-built feature in most game emulators. In this case, a savegame with a loss condition used in this way is usually referred to as a "save state".
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Checkpoints might be visible or invisible to the player. Visible checkpoints might give a player a sense of security when activated, but in turn sacrifice some
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Another way saved games interact with each other is through passing along data to sequels. A famous example of this is the first three installments of the
1346: 355:"hardcore" mode where the character save game is managed by the server. The use of saved games is very common in modern video games, particularly in 726:
the outcome is red (or green), the player disregards this outcome by reloading their last savegame. This allows for an indefinite winning streak.
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series. Video games may also take the saved games of other video games into account; for example, the character Rosalina becomes available on
1681: 1512: 996:, the protagonist Pollon Takaoka has a unique ability to save and load save games, which is central to the plot and the main game mechanic. 604:
A video game may allow the user to save at any point of the game at any time. There are also modified versions of this. For example, in the
990:, save points are called Records of Fate, managed by an entity called FATE, an antagonist that uses the save points to control people. In 729:
Game programmers may defend against savescumming by various means, such as checking timestamps. For example, on multiuser Unix systems,
1704: 1471: 422:" (often strings of characters that encoded the game state) that players could write down and later input into the game when resuming. 371:, there was no need for saving games, since these games usually had no actual plot to develop and were generally very short in length. 1578: 1545: 622: 1778: 1642: 1226: 1095: 703: 629:
Some video games only allow the game to be saved at predetermined points in the game, called save points. (Not to be confused with "
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Some games employ limits to saving in order to prevent players from using them as a primary means of succeeding in the game. In
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this could for example be done when the player loses a battle/race, misses the best performance grading for a level (such as an
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to prevent users from copying save files into the necessary directory. Another technique is to use a deterministic, seeded
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Although save points are typically seen as boons, some games have traps which use this tendency to fool the player. In
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to modify the save states to alter gameplay conditions, usually in favor of the player. Save states are comparable to
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Save states have started to receive mainstream usage in the early 2010s with Nintendo's Virtual Console. Some
1568: 2214: 1922: 1535: 880: 806: 356: 342: 134: 2151: 2146: 2115: 1987: 1942: 1256: 419: 1399:"This Fall Everything Turns To Gold With Neo-Geo: The Player's Gold Card Keeps Them Coming Back For More" 2077: 493: 269: 1601: 116: 2094: 1864: 863: 616: 485: 480: 2045: 1957: 1887: 1120: 891: 847: 408: 962:, attempting to use a fake save point in Magus's castle can actually bring the party into battle. 2184: 2136: 2012: 1912: 1854: 1823: 1459: 1285: 1032: 772: 636:
Some games use a hybrid system where both save anywhere and save points are used. For example,
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Game designers often attempt to integrate the save points into the style of the game using
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Saved games have generally been rare at arcades, but have found some use, notably in the
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was the first-ever game to allow saving game progress on a video game console, using an
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on the game machine itself. The use of memory cards for saving game data dates back to
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The relative complexity and inconvenience of storing game state information on early
386:, custom settings, and other features. The first game to save the player's score was 2168: 1972: 1838: 986: 944: 792: 788: 504: 497: 415: 412: 30:"Save point" redirects here. For savepoints in transactional database systems, see 1452:
Saving the Game is Shaping the Game: Defining and Understanding the Save Mechanic
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attempt to prevent the use of saved games made by other users. In contrast,
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for storing games, saved games are stored in other ways, such as by use of
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did not save the player's progress towards completing the game, but rather
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I Am Error: The Nintendo Family Computer / Entertainment System Platform
2156: 1742: 1467: 1080: in this section. Unsourced material may be challenged and removed. 731: 1763: 1240: 862:. A save state is generated when the emulator stores the contents of 805:"Checkpoints" are locations in a video game where a player character 736: 435: 977:
charges two banana coins to use a save point more than once, and in
214:. Statements consisting only of original research should be removed. 1250:'s Bandai Namco Passport, or Banapassport system, or by the use of 923:
series used representations appropriate to the era of the setting:
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In some games, save games or save points are part of the plot. In
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in computing, with save states being a limited form of snapshots.
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the player must find and expend an ink ribbon for each save.
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imposes this restriction on the highest level of difficulty.
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unless there is a mechanism to distinguish players, such as
1405:. Vol. 16, no. 2. November 1990. pp. 26โ€“7. 1127:
The Legend of Zelda: Oracle of Seasons and Oracle of Ages
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used explicitly for game saves, such as this one for the
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passes a checkpoint (the yellow bell) in the video game
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Rogers, Scott (2014-04-16). "A nice little calm spot".
1154: 418:) meant that initially game saves were represented as " 203: 917:(which require an ink ribbon item for each save), the 2177: 2124: 2103: 2028: 1878: 1847: 1811: 108:. Unsourced material may be challenged and removed. 1735:"Cheaters Branded on Xbox Live, Gamerscore Reset, 1042:can be imported to the Remix version of the game. 846:Passwords are a form of saved game not stored on 620:allows only a handful of saves in each mission; 430:magazine stated in 1981, regarding the computer 324:to handle the case where the player received a " 1620: 1618: 1570:Level Up! The Guide to Great Video Game Design 1779: 1313:Geddes, Ryan; Hatfield, Daemon (2007-12-10). 8: 858:A "save state" is a form of a saved game in 484:, saved games were stored in battery-backed 1207:. Unsourced material may be challenged and 684:. Unsourced material may be challenged and 572:. Unsourced material may be challenged and 71:Learn how and when to remove these messages 1786: 1772: 1764: 1631:Debugging Game History: A Critical Lexicon 913:represents save points with old fashioned 1374:"In Search of the Ultimate Computer Game" 1227:Learn how and when to remove this message 1096:Learn how and when to remove this message 974:Donkey Kong Country 2: Diddy's Kong Quest 704:Learn how and when to remove this message 592:Learn how and when to remove this message 248:Learn how and when to remove this message 230:Learn how and when to remove this message 168:Learn how and when to remove this message 27:Digital information about player progress 1444: 1442: 523:arcade system and home console in 1990. 259: 1305: 2008:Turns, rounds and time-keeping systems 1625:Lowood, Henry; Guins, Raiford (2016). 1602:"Deathloop: What is Zenimax planning?" 1036:save on the console. The save game of 950:Grand Theft Auto: Liberty City Stories 877:snapshots of a computer system's state 1315:"IGN's Top 10 Most Influential Games" 7: 1347:"Zork, The Great Underground Empire" 1205:adding citations to reliable sources 1078:adding citations to reliable sources 682:adding citations to reliable sources 570:adding citations to reliable sources 312:information about the progress of a 106:adding citations to reliable sources 1705:"Restore Point or No Restore Point" 971:save points are consumed upon use, 25: 1733:Grant, Christopher (2008-03-25). 1327:from the original on June 4, 2012 52:This article has multiple issues. 1278: 1177: 1141: 1054: 654: 630: 542: 457:, before finally using internal 380:golden age of arcade video games 184: 82: 41: 1449:Geerts, Femke Lucienne (2017). 1065:needs additional citations for 871:, the practice of which uses a 93:needs additional citations for 60:or discuss these issues on the 1703:Cazares, Sergio (2013-12-15). 503:In modern consoles, which use 488:on the game cartridge itself. 1: 1345:Liddil, Bob (February 1981). 940:Grand Theft Auto: San Andreas 741:pseudorandom number generator 1805:Glossary of video game terms 1600:Aniko, Angyal (2019-01-02). 1534:Ernest, Adams (2010-04-07). 1039:Midnight Club 3: DUB Edition 1540:. New Riders. p. 403. 1537:Fundamentals of Game Design 930:Grand Theft Auto: Vice City 534:Time and location of saving 210:the claims made and adding 2252: 758: 29: 1802: 1573:. John Wiley & Sons. 1501:Exploring Roguelike Games 1372:Barry, Tim (1981-05-11). 407:(and the fact that early 2036:Destructible environment 1497:"6.1 Permadeath Defined" 1462:. p. 13โ€“14, 20โ€“21. 1418:"Playing with Game Time" 357:role-playing video games 1664:Altice, Nathan (2015). 18:Password (video gaming) 2236:Video game terminology 1257:Dance Dance Revolution 802: 500:on the game cassette. 281: 2078:Procedural generation 1495:Harris, John (2020). 937:for the early-1990s ( 791: 494:Super Cassette Vision 263: 1865:Non-player character 1676:. pp. 312โ€“313. 1637:. pp. 385โ€“387. 1416:Moran, Chuk (2010). 1201:improve this section 1074:improve this article 947:for the late-1990s ( 864:random-access memory 750:Types of saved games 678:improve this section 566:improve this section 486:random-access memory 363:Overview and history 102:improve this article 2104:Movement techniques 1888:Collision detection 1121:Grand Theft Auto IV 927:for the mid-1980s ( 892:3DS Virtual Console 848:non-volatile memory 519:'s cartridge-based 475:The Legend of Zelda 409:video game consoles 2185:Advance And Secure 1460:Utrecht University 1353:. pp. 262โ€“264 1286:Video games portal 1153:. 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Index

Password (video gaming)
Savepoint
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talk page
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verification
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adding citations to reliable sources
"Saved game"
news
newspapers
books
scholar
JSTOR
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original research
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inline citations
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memory cards
Sony PlayStation
hard disk drives
solid-state drives
digitally stored
player
video game

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