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Because Save Points are almost always in out-of-the-way areas devoid of monsters, most players view them as temporary safe havens from the action of the game. Chrono Trigger deliberately subverted this twice: one area is a sewer that is home to monsters who will attack anything that makes noise, so the player must avoid several noise-making objects scattered on the ground. The final object is a save point; in Chrono Trigger, walking into a save point triggers a distinct chiming noise, one which is apparently audible to the monsters, preventing the player from actually using this save point. The second occurs in Magus' castle: if the player falls into a trap, they are faced with a room containing what appear to be four save points. One of them is genuine, but two of them are monsters with the appearance of save points. The fourth is a teleporter that frees the player from the trap.
Some save points enforce limited saves by requiring a token of some kind be used before the player can save. For example, in the early games in the Resident Evil series, players saved their games at typewriters which required ink (which was in limited supply) in order to "record their activities". Usually, though, this was not the case on Easy difficulty, where a single ink ribbon would have unlimited uses.
In The Legend of Zelda: Majora's Mask, the actual "save points" (in the form of statues of owls) functioned more like the kind of game suspension you'd find in a portable title; You could save and quit at an Owl Statue, and when you loaded, your game would be restored exactly as it was when you left - but the save it made would then be erased. Dying or turning off the game at this point would lose all that progress. In order to actually save the game, the player could play the Song of Time whenever they wished, permanently saving their overall progress in the world but resetting the in-game time loop.
The Mario RPG series also use Save Points. In Bowser's Inside Story, The brothers can jump to the save block to save the game. Bowser's punch is also ok because you can save in and out of Bowser's body! The Paper Mario series works as well because all 3 Paper Mario games has a save block so Mario & gang can save by jumping. And in New Super Mario Bros. and its Wii sequel, save points is used after you defeat a castle, fortress, and when you beat the game. That's right, when you beat the game in NSMB & NSMBW, you can save at anytime!





A Save Point is a gameplay element typically found in Adventure and RPG games that allow the player to save his/her game session midway through the level. Platforming games like New Super Mario Bros Wii, allows you to save automatically after you defeat a boss like Bowser.
Save Points are locations at which a user can decide to save his or her progress within a game. Save Points differ from actual Checkpoints in that the player must actively choose to save and may do so at any time at any Save Point. In some games, such as the later games in the Castlevania series, saving fully restores health and mana, as well as removing any status ailments, meaning that players will always be in peak condition whenever they load.Because Save Points are almost always in out-of-the-way areas devoid of monsters, most players view them as temporary safe havens from the action of the game. Chrono Trigger deliberately subverted this twice: one area is a sewer that is home to monsters who will attack anything that makes noise, so the player must avoid several noise-making objects scattered on the ground. The final object is a save point; in Chrono Trigger, walking into a save point triggers a distinct chiming noise, one which is apparently audible to the monsters, preventing the player from actually using this save point. The second occurs in Magus' castle: if the player falls into a trap, they are faced with a room containing what appear to be four save points. One of them is genuine, but two of them are monsters with the appearance of save points. The fourth is a teleporter that frees the player from the trap.
Some save points enforce limited saves by requiring a token of some kind be used before the player can save. For example, in the early games in the Resident Evil series, players saved their games at typewriters which required ink (which was in limited supply) in order to "record their activities". Usually, though, this was not the case on Easy difficulty, where a single ink ribbon would have unlimited uses.
In The Legend of Zelda: Majora's Mask, the actual "save points" (in the form of statues of owls) functioned more like the kind of game suspension you'd find in a portable title; You could save and quit at an Owl Statue, and when you loaded, your game would be restored exactly as it was when you left - but the save it made would then be erased. Dying or turning off the game at this point would lose all that progress. In order to actually save the game, the player could play the Song of Time whenever they wished, permanently saving their overall progress in the world but resetting the in-game time loop.
The Mario RPG series also use Save Points. In Bowser's Inside Story, The brothers can jump to the save block to save the game. Bowser's punch is also ok because you can save in and out of Bowser's body! The Paper Mario series works as well because all 3 Paper Mario games has a save block so Mario & gang can save by jumping. And in New Super Mario Bros. and its Wii sequel, save points is used after you defeat a castle, fortress, and when you beat the game. That's right, when you beat the game in NSMB & NSMBW, you can save at anytime!
Save Point games
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| Concept Name: | Save Point |
| Appears in: | 379 games |
| First appearance: | Pitfall II: Lost Caverns |
| Aliases |




















































