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839:. 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.
175:
32:
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329:", "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
769:, 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.
622:".) 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.
810:, 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.
705:
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,
818:
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
312:
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
714:
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)
798:
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
758:
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
994:
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
515:
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.
855:
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
317:". 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".
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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
1102:
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
754:
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.
883:
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.
732:, 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.
1097:
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
827:. 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.
320:
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.
324:
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
437:
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
603:, 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,
819:
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.
1387:
431:
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.
261:, were common during the 5th and 6th generation of consoles as read-only media became more popular. This method of storing game saves has been largely replaced in newer consoles by internal
519:
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.
799:
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
1107:" 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
631:
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.
1439:
1119:
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".
1115:
806:
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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988:
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
1335:
344:"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
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the outcome is red (or green), the player disregards this outcome by reloading their last savegame. This allows for an indefinite winning streak.
1996:
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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
1774:
985:, 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.
593:
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
962:
979:, save points are called Records of Fate, managed by an entity called FATE, an antagonist that uses the save points to control people. In
718:
Game programmers may defend against savescumming by various means, such as checking timestamps. For example, on multiuser Unix systems,
1693:
1460:
411:" (often strings of characters that encoded the game state) that players could write down and later input into the game when resuming.
360:, there was no need for saving games, since these games usually had no actual plot to develop and were generally very short in length.
618:
Some video games only allow the game to be saved at predetermined points in the game, called save points. (Not to be confused with "
954:
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
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1388:"This Fall Everything Turns To Gold With Neo-Geo: The Player's Gold Card Keeps Them Coming Back For More"
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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
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19:"Save point" redirects here. For savepoints in transactional database systems, see
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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
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1936:
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1456:
1104:
1069: in this section. Unsourced material may be challenged and removed.
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851:. A save state is generated when the emulator stores the contents of
794:"Checkpoints" are locations in a video game where a player character
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20:
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charges two banana coins to use a save point more than once, and in
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532:
203:. Statements consisting only of original research should be removed.
72:
2071:
2051:
2044:
1941:
1881:
1239:'s Bandai Namco Passport, or Banapassport system, or by the use of
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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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348:, which are usually much too long to finish in a single session.
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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
415:
1394:. Vol. 16, no. 2. November 1990. pp. 26โ7.
1308:
1116:
The Legend of Zelda: Oracle of
Seasons and Oracle of Ages
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257:
used explicitly for game saves, such as this one for the
784:
passes a checkpoint (the yellow bell) in the video game
1556:
Rogers, Scott (2014-04-16). "A nice little calm spot".
407:) meant that initially game saves were represented as "
906:(which require an ink ribbon item for each save), the
1264:
97:. Unsourced material may be challenged and removed.
1724:"Cheaters Branded on Xbox Live, Gamerscore Reset,
1398:
1031:can be imported to the Remix version of the game.
835:Passwords are a form of saved game not stored on
2216:
609:allows only a handful of saves in each mission;
419:magazine stated in 1981, regarding the computer
313:to handle the case where the player received a "
1609:
1607:
1559:Level Up! The Guide to Great Video Game Design
522:
1768:
1302:Geddes, Ryan; Hatfield, Daemon (2007-12-10).
1604:
1354:
847:A "save state" is a form of a saved game in
473:, saved games were stored in battery-backed
1613:
1333:
1327:
1196:. Unsourced material may be challenged and
673:. Unsourced material may be challenged and
561:. Unsourced material may be challenged and
60:Learn how and when to remove these messages
1775:
1761:
1620:Debugging Game History: A Critical Lexicon
902:represents save points with old fashioned
1363:"In Search of the Ultimate Computer Game"
1216:Learn how and when to remove this message
1085:Learn how and when to remove this message
963:Donkey Kong Country 2: Diddy's Kong Quest
693:Learn how and when to remove this message
581:Learn how and when to remove this message
237:Learn how and when to remove this message
219:Learn how and when to remove this message
157:Learn how and when to remove this message
16:Digital information about player progress
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1431:
776:
512:arcade system and home console in 1990.
248:
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1691:
738:
351:
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1997:Turns, rounds and time-keeping systems
1652:
1614:Lowood, Henry; Guins, Raiford (2016).
1591:"Deathloop: What is Zenimax planning?"
1555:
1522:
1483:
1437:
1025:save on the console. The save game of
939:Grand Theft Auto: Liberty City Stories
866:snapshots of a computer system's state
1756:
1721:
1588:
1428:
1404:
1360:
1304:"IGN's Top 10 Most Influential Games"
1295:
1336:"Zork, The Great Underground Empire"
1194:adding citations to reliable sources
1161:
1126:
1067:adding citations to reliable sources
1038:
671:adding citations to reliable sources
638:
559:adding citations to reliable sources
526:
301:information about the progress of a
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95:adding citations to reliable sources
66:
25:
1694:"Restore Point or No Restore Point"
960:save points are consumed upon use,
13:
14:
2236:
1722:Grant, Christopher (2008-03-25).
1316:from the original on June 4, 2012
41:This article has multiple issues.
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1166:
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1043:
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619:
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446:, before finally using internal
369:golden age of arcade video games
173:
71:
30:
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1685:
1646:
1582:
1438:Geerts, Femke Lucienne (2017).
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1054:needs additional citations for
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887:
860:, the practice of which uses a
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634:
82:needs additional citations for
49:or discuss these issues on the
1692:Cazares, Sergio (2013-12-15).
1549:
1516:
1477:
1380:
842:
772:
492:In modern consoles, which use
477:on the game cartridge itself.
1:
1334:Liddil, Bob (February 1981).
1288:
929:Grand Theft Auto: San Andreas
730:pseudorandom number generator
1794:Glossary of video game terms
1589:Aniko, Angyal (2019-01-02).
1523:Ernest, Adams (2010-04-07).
1028:Midnight Club 3: DUB Edition
7:
1529:. New Riders. p. 403.
1526:Fundamentals of Game Design
1260:
919:Grand Theft Auto: Vice City
830:
743:
523:Time and location of saving
199:the claims made and adding
10:
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747:
18:
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2092:
2017:
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1836:
1800:
1791:
1562:. John Wiley & Sons.
1490:Exploring Roguelike Games
1361:Barry, Tim (1981-05-11).
396:(and the fact that early
2025:Destructible environment
1486:"6.1 Permadeath Defined"
1451:. p. 13โ14, 20โ21.
1407:"Playing with Game Time"
346:role-playing video games
1653:Altice, Nathan (2015).
2225:Video game terminology
1246:Dance Dance Revolution
791:
489:on the game cassette.
270:
2067:Procedural generation
1484:Harris, John (2020).
926:for the early-1990s (
780:
483:Super Cassette Vision
252:
1854:Non-player character
1665:. pp. 312โ313.
1626:. pp. 385โ387.
1405:Moran, Chuk (2010).
1190:improve this section
1063:improve this article
936:for the late-1990s (
853:random-access memory
739:Types of saved games
667:improve this section
555:improve this section
475:random-access memory
352:Overview and history
91:improve this article
2093:Movement techniques
1877:Collision detection
1110:Grand Theft Auto IV
916:for the mid-1980s (
881:3DS Virtual Console
837:non-volatile memory
508:'s cartridge-based
464:The Legend of Zelda
398:video game consoles
2174:Advance And Secure
1449:Utrecht University
1342:. pp. 262โ264
1275:Video games portal
1142:. You can help by
1100:YourSavesGames.com
1022:Super Mario Galaxy
858:save state hacking
792:
767:the namesake genre
710:) or runs into an
365:arcade video games
271:
267:solid-state drives
184:possibly contains
2212:
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2189:Last man standing
1972:Scripted sequence
1672:978-0-262-32840-1
1655:"8 Tool-Assisted"
1503:978-1-000-16949-2
1369:. pp. 11, 48
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1957:Random encounter
1952:Quick time event
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379:'s seminal 1978
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299:digitally stored
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1019:if there is a
1016:Mario Kart Wii
982:Anonymous;Code
948:Chrono Trigger
914:cassette tapes
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102:Find sources:
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80:This article
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54:
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2158:Speedrunning
1966:
1962:Replay value
1828:Critical hit
1740:. Retrieved
1736:the original
1725:
1717:
1706:. Retrieved
1702:the original
1697:
1687:
1676:. Retrieved
1658:
1648:
1637:. Retrieved
1619:
1595:. Retrieved
1584:
1573:. Retrieved
1558:
1551:
1540:. Retrieved
1525:
1518:
1507:. Retrieved
1489:
1479:
1468:. Retrieved
1461:the original
1440:
1418:. Retrieved
1414:
1411:Fibreculture
1410:
1400:
1391:
1382:
1371:. Retrieved
1366:
1356:
1344:. Retrieved
1339:
1329:
1318:. Retrieved
1307:
1297:
1252:
1244:
1237:Bandai Namco
1227:
1212:
1206:January 2023
1203:
1188:Please help
1176:
1148:
1144:adding to it
1139:
1123:Arcade games
1114:
1108:
1096:
1081:
1072:
1061:Please help
1056:verification
1053:
1035:Save sharing
1027:
1020:
1014:
1008:
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976:Chrono Cross
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891:
888:Presentation
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817:
814:Quick-saving
805:
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785:
760:
757:
753:
734:
719:
717:
704:
689:
683:January 2023
680:
665:Please help
653:
635:Savescumming
626:
624:
617:
610:
604:
598:
592:
577:
571:January 2023
568:
553:Please help
541:
518:
514:
500:or internal
498:memory cards
491:
478:
468:
462:
452:
444:floppy disks
432:
423:
414:
413:
405:data storage
402:non-volatile
391:
384:
381:shoot 'em up
362:
355:
336:
330:
323:
319:
311:
294:
293:, or simply
290:
286:
282:
278:
274:
272:
255:memory cards
233:
215:
209:January 2013
206:
183:
153:
144:
134:
127:
120:
113:
106:"Saved game"
101:
89:Please help
84:verification
81:
57:
50:
44:
43:Please help
40:
2146:Competitive
2141:Cooperative
2136:Multiplayer
2040:Bonus stage
2007:Fast travel
1698:30PLUSGAMER
1457:1874/351188
1241:PlayStation
1233:e-Amusement
998:Fire Emblem
957:Tomb Raider
904:typewriters
870:hibernation
843:Save states
801:auto-saving
773:Checkpoints
620:checkpoints
612:Max Payne 2
502:hard drives
448:hard drives
373:high scores
358:video games
253:Electronic
2184:Deathmatch
2167:Game modes
2057:Open world
1967:Saved game
1937:Permadeath
1927:Paper doll
1892:Fog of war
1837:Characters
1801:Attributes
1784:Video game
1742:2011-08-29
1708:2015-05-28
1678:2021-11-17
1639:2021-11-17
1597:2020-02-13
1593:. The Geek
1575:2014-11-26
1542:2014-11-26
1509:2021-11-17
1470:2021-11-17
1447:(Thesis).
1373:2019-04-17
1346:18 October
1320:2008-07-11
1289:References
1105:gamerscore
862:hex editor
712:unwinnable
487:AA battery
461:, such as
453:For later
327:permadeath
307:video game
291:save point
275:saved game
193:improve it
147:April 2008
117:newspapers
46:improve it
2126:Nonlinear
2079:Overworld
1897:Game over
1869:Mechanics
1663:MIT Press
1624:MIT Press
1616:"45 Save"
1494:CRC Press
1367:InfoWorld
1283:Core dump
1177:does not
849:emulators
808:immersion
654:does not
542:does not
455:cartridge
434:InfoWorld
409:passwords
367:from the
356:In early
338:Diablo II
315:game over
279:game save
197:verifying
52:talk page
21:Savepoint
2219:Category
2199:Survival
2121:Emergent
2105:Strafing
2072:Map seed
2052:Mini-map
2045:Minigame
1977:Spawning
1942:Power-up
1932:Password
1882:Cutscene
1786:concepts
1314:Archived
1261:See also
1235:system,
991:Wizardry
831:Password
796:respawns
787:SuperTux
750:Autosave
744:Autosave
595:GameCube
363:Classic
287:savefile
283:savegame
2018:Scenery
1732:Joystiq
1726:Joystiq
1420:16 July
1198:removed
1183:sources
1004:Shenmue
932:), and
721:NetHack
675:removed
660:sources
563:removed
548:sources
510:Neo Geo
457:-based
400:had no
191:Please
131:scholar
2131:Twitch
2084:Skybox
1808:Health
1669:
1630:
1566:
1533:
1500:
1392:RePlay
1230:Konami
726:setgid
708:S-rank
425:Zork I
383:title
342:'s
303:player
133:
126:
119:
112:
104:
2035:Level
1982:Stats
1947:Quest
1823:Magic
1464:(PDF)
1445:(PDF)
1010:.hack
877:Wii U
762:Rogue
724:uses
606:IGI 2
597:game
494:disks
429:'
377:Taito
332:Moria
305:in a
138:JSTOR
124:books
2002:Warp
1912:Item
1844:Boss
1813:Life
1667:ISBN
1628:ISBN
1564:ISBN
1531:ISBN
1498:ISBN
1422:2012
1348:2013
1340:BYTE
1181:any
1179:cite
1007:and
879:and
765:and
658:any
656:cite
546:any
544:cite
467:and
442:and
416:BYTE
335:and
295:save
265:and
110:news
1902:HUD
1849:Bot
1453:hdl
1309:IGN
1192:by
1146:.
1065:by
942:).
922:),
868:or
782:Tux
669:by
557:by
506:SNK
195:by
93:by
2221::
1730:.
1696:.
1661:.
1657:.
1622:.
1618:.
1606:^
1492:.
1488:.
1430:^
1415:16
1413:.
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1365:.
1338:.
1312:.
1306:.
1001:,
896:.
803:.
450:.
389:.
309:.
289:,
285:,
281:,
273:A
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135:ยท
128:ยท
121:ยท
114:ยท
87:.
62:)
58:(
23:.
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