PropertyValue
rdf:type
rdfs:label
  • Save Point
  • Save point
  • SAVE Point
  • Save Point
rdfs:comment
  • A Save Point is a place to record game data so as to pick up where the player left off once returning to the game. Many manifestations of the Save Point appear in the Chrono (Series).
  • On the Genocide Route, SAVE Points instead indicate the number of monsters left in an area. When all monsters in an area have been killed, the message becomes "Determination.".
  • Save Points are dispersed throughout the worlds, usually every three or four rooms (enemies such as Heartless and Nobodies usually do not spawn in these rooms), as a tracker. There are some exceptions, however, where rooms with Save Points may be infested with Heartless - such as the Rabbit Hole in Wonderland and the Palace Courtyard in Castle of Dreams. These Save Points will not appear until all enemies are defeated.
  • Out of dungeons, save points are usually found by talking to certain people, usually the owner of an Inn. However, within dungeons, save points appear as rainbow-coloured cones (Grandia, Grandia II) or as floating orbs (Grandia III).
  • A save point is shot with The Kid's gun to create or overwrite the current save file on the player's computer. When restarting the game (pressing r or reentering the game), The Kid will spawn from wherever he was when the Save Point was last shot. When changing the game's difficulty, the amount of save points change.
  • In Manhunt, it is shaped as a black and orange tape. If James Earl Cash reaches a new part of a scene, a save point is there for him to pick up. In Manhunt 2, it has no appearance, it is instead replaced with a checkpoint system. It works the same way as the save points. The save point gives the player the ability to save their progress and if the game restearts, they will remain where they saved.
  • A Save Point is a place that a character has selected to return when ever the character dies or uses a Recall Potion. If the character dies in combat without becoming a ghost or uses a Recall Potion, it is sent back to its save point. To change a characters save point, go to a zaap, click it and choose "Save". Starting a new character, the default save point is your characters class statue in Astrub (after you go out of Incarnam). You are not able to set your save point back to the statue, once you choose a zaap.
  • A save point tends to be placed right before a particularly hard point in a dungeon, as a breather in a long run of battles, or before a boss battle. As of Final Fantasy X, save points automatically heal the entire party's HP and MP and fully cure the player of any status ailments, without the use of a tent. This effectively rendered the use of inns obsolete. In some games the player can also save at the end of each disc and during specific storyline points.
  • Saving a game in Saints Row can either be done using an in-world Save Point icon, or using the menu. Save points are found in Cribs, the Saints Row Church, and at the location of each former enemy Stronghold which has been taken over. When loading a saved game, The Protagonist spawns at the Save Point last used. If saved via the pause menu, The Protagonist spawns at the closest Save Point to where the game was saved. In Saints Row 2 and Saints Row: The Third, when the game is saved and reloaded, The Protagonist spawns inside the nearest Crib.
  • Video gamers often take the technical difficulty of saving the game to disc for granted. To be able to stop the game and then restart it later from that exact same point requires that the entire state of the game be rendered into a serial representation and saved to some non-volatile medium (that is, a disk, battery-backed memory within a cartridge, or flash memory on a card). This is actually a very tricky problem, especially if you don't have the luxury of just writing out the entire contents of memory. Such a luxury certainly isn't available on platforms lacking disk or battery backup, where the save file has to be translated into a reasonably compact sequence of letters and numbers to produce a password for the player to write down. It simplifies things greatly to place substantial res
  • Punkty zapisu pojawiają się zwykle przed szczególnie trudnymi punktami w lochach, jako miejsce na odpoczynek po wielu walkach lub tuż przed potyczką z bossem. Począwszy od Final Fantasy X, punkty zapisu automatycznie leczą HP i MP drużyny oraz usuwają z niej wszelkie negatywne statusy, nie wykorzystując przy tym namiotu. Sprawiło to, że wykorzystywanie karczm w grach stało się zbędne. W niektórych grach istnieje możliwość zapisu stanu na końcu każdego dysku i podczas konkretnych punktów w fabule. v · [e] · [[|d]]
dcterms:subject
Trivia
  • 1
Intro
  • 1
Infobox
  • 0
dbkwik:all-the-tropes/property/wikiPageUsesTemplate
dbkwik:allthetropes/property/wikiPageUsesTemplate
dbkwik:chrono/property/wikiPageUsesTemplate
dbkwik:dofuswiki/property/wikiPageUsesTemplate
dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
dbkwik:kingdom--hearts/property/wikiPageUsesTemplate
dbkwik:kingdomhearts/property/wikiPageUsesTemplate
dbkwik:mario-tag/property/wikiPageUsesTemplate
dbkwik:pl.finalfantasy/property/wikiPageUsesTemplate
dbkwik:saintsrow/property/wikiPageUsesTemplate
dbkwik:under-tale/property/wikiPageUsesTemplate
dbkwik:undertale/property/wikiPageUsesTemplate
Category
  • 1
Revision
Gallery
  • 0
Paragraphs
  • 1
TenLinks
  • 0
WPlinks
  • 0
Crosslinks
  • 0
LinksOut
  • 1
Detailed
  • 0
ExtraInfo
  • 0
Sentences
  • 1
LinksIn
  • 1
dbkwik:i-wanna-be-the-guy/property/wikiPageUsesTemplate
Audio
  • 0
Quotes
  • 0
Heading
  • 1
References
  • 0
VideoSummary
  • 0
abstract
  • A Save Point is a place to record game data so as to pick up where the player left off once returning to the game. Many manifestations of the Save Point appear in the Chrono (Series).
  • Punkty zapisu pojawiają się zwykle przed szczególnie trudnymi punktami w lochach, jako miejsce na odpoczynek po wielu walkach lub tuż przed potyczką z bossem. Począwszy od Final Fantasy X, punkty zapisu automatycznie leczą HP i MP drużyny oraz usuwają z niej wszelkie negatywne statusy, nie wykorzystując przy tym namiotu. Sprawiło to, że wykorzystywanie karczm w grach stało się zbędne. W niektórych grach istnieje możliwość zapisu stanu na końcu każdego dysku i podczas konkretnych punktów w fabule. Funkcja Quicksave (Szybki zapis) pojawiła się w remake'ach starszych gier Final Fantasy (a także Final Fantasy Tactics Advance) na przenośne konsole. Pozwala ona na wstrzymanie rozgrywki oraz jej kontynuację w dowolnym momencie, przy czym taki zapis jest tylko tymczasowy (tzn. dane te zostają usunięte po wczytaniu gry). Z tego powodu, jeśli drużyna przegra w bitwie, gra nie powróci do zrobionego wcześniej szybkiego zapisu (który został już usunięty) i zamiast tego gracz będzie musiał wczytać swój ostatni pełny zapis gry lub zacząć nową rozgrywkę, jeżeli nie posiada żadnych zapisów. W Final Fantasy IV i Final Fantasy V na platformy iOS/Android, gra jest automatycznie zapisywana po każdej walce lub kiedy gracz przechodzi do innego obszaru. Poza tym, w Final Fantasy i Final Fantasy II na PlayStation, a także w częściach od czwartej do szóstej, istnieje funkcja o nazwie Memo Save. Memo Save zapisuje stan gry na pamięci RAM konsoli. Taki zapis pozostaje nienaruszony aż do momentu odłączenia konsoli od zasilania lub resetu systemu. Funkcja ta jest przydatna ze względu na ograniczoną ilość punktów zapisów w tych grach lub ich całkowity brak w przypadku pierwszych dwóch odsłon. v · [e] · [[|d]]
  • On the Genocide Route, SAVE Points instead indicate the number of monsters left in an area. When all monsters in an area have been killed, the message becomes "Determination.".
  • Saving a game in Saints Row can either be done using an in-world Save Point icon, or using the menu. Save points are found in Cribs, the Saints Row Church, and at the location of each former enemy Stronghold which has been taken over. When loading a saved game, The Protagonist spawns at the Save Point last used. If saved via the pause menu, The Protagonist spawns at the closest Save Point to where the game was saved. Before completing the first mission,Broken {{ref}} (youtube link) there is a Save Point in the Saints Row Church. When the game is saved and reloaded, The Protagonist spawns at this Save Point, as it is the only one available. In Saints Row 2 and Saints Row: The Third, when the game is saved and reloaded, The Protagonist spawns inside the nearest Crib. In Saints Row IV, if the game is saved and reloaded anywhere in Virtual Steelport, The Protagonist spawns at the nearest Gateway. If the game is saved on The Ship, The Protagonist spawns there. In Saints Row: Gat out of Hell, when the game is saved and reloaded, the player spawns inside the Ultor HQ.
  • A Save Point is a place that a character has selected to return when ever the character dies or uses a Recall Potion. If the character dies in combat without becoming a ghost or uses a Recall Potion, it is sent back to its save point. To change a characters save point, go to a zaap, click it and choose "Save". Starting a new character, the default save point is your characters class statue in Astrub (after you go out of Incarnam). You are not able to set your save point back to the statue, once you choose a zaap. Please note that when a player that is F2P (or if P2P ran out while logged off) logs in a P2P area, they will automatically be teleported back to their last F2P save point without notice (either the class statue, or the Astrub Zaap if your character was saved there).
  • Video gamers often take the technical difficulty of saving the game to disc for granted. To be able to stop the game and then restart it later from that exact same point requires that the entire state of the game be rendered into a serial representation and saved to some non-volatile medium (that is, a disk, battery-backed memory within a cartridge, or flash memory on a card). This is actually a very tricky problem, especially if you don't have the luxury of just writing out the entire contents of memory. Such a luxury certainly isn't available on platforms lacking disk or battery backup, where the save file has to be translated into a reasonably compact sequence of letters and numbers to produce a password for the player to write down. It simplifies things greatly to place substantial restrictions on where and when the game may be saved. The two options most games go for are to restrict saving either by position in the storyline, or by position in the geography. In the former, saving occurs only at certain breaks in the action, particularly at the end of a Game Level or chapter in the storyline. When play continues, a new level can be loaded "fresh": the state of the game will be the same for any player. Thus, all the saved game needs to contain is the number of the current level, and a comparatively small set of flags indicating whether various optional or level-independent tasks have been completed. Note that most FPS games do not let the player carry the weapons he has retrieved from chapter to chapter, eliminating the need even to track inventory in the saved game. Other genres may need to record inventory, but can still do away with recording the location of the player and enemies, as well as tracking health. In the latter, the player can only save the game to disk or password at certain special locations in the game geography. These locations are specially marked and few in number, so, again, the game need only record the number of the current save point. This model is more common in games which do not track the movement and state of individual enemies once they are outside of the current room -- when the player re-enters a room, he will generally find that the enemies have returned to their original positions. The save point often also acts to restore the player's health, so his state of wellbeing needs not be recorded in the save data. The game may allow the player to save only when he is at a save point, or it may allow saving at any time, but act as if the player had implicitly returned to the nearest save point upon restoring the game. Though with more space for data now would probably allow much more thorough save data for most games, many games still retain the save point model to increase difficulty by forcing players to play through levels without a break and theoretically protect players from making the game Unwinnable by saving in an unsafe location. Many games also place limits on the number of save files, which simplifies the tracking of these files for the game, and fixes the storage space used for such games. With passwords, of course, there is no theoretical limit on how many the player can write down. Some of The Legend of Zelda and Final Fantasy games will also have a secondary save system to allow a player to interrupt his session without the normal game-saving rigamarole. This saves the entire game state, but forces the player to quit, and the saved game is deleted when restored. The temporary save feature is also becoming increasingly common on handheld systems, to allow players to interrupt their game for various reasons (such as the power running low) without losing their immediate progress. These games often also allow saving normally, but loading from a different save file typically also deletes the temporary save. A Save Point is a kind of Check Point. Examples of Save Point include:
  • Save Points are dispersed throughout the worlds, usually every three or four rooms (enemies such as Heartless and Nobodies usually do not spawn in these rooms), as a tracker. There are some exceptions, however, where rooms with Save Points may be infested with Heartless - such as the Rabbit Hole in Wonderland and the Palace Courtyard in Castle of Dreams. These Save Points will not appear until all enemies are defeated.
  • Out of dungeons, save points are usually found by talking to certain people, usually the owner of an Inn. However, within dungeons, save points appear as rainbow-coloured cones (Grandia, Grandia II) or as floating orbs (Grandia III).
  • A save point is shot with The Kid's gun to create or overwrite the current save file on the player's computer. When restarting the game (pressing r or reentering the game), The Kid will spawn from wherever he was when the Save Point was last shot. When changing the game's difficulty, the amount of save points change.
  • A save point tends to be placed right before a particularly hard point in a dungeon, as a breather in a long run of battles, or before a boss battle. As of Final Fantasy X, save points automatically heal the entire party's HP and MP and fully cure the player of any status ailments, without the use of a tent. This effectively rendered the use of inns obsolete. In some games the player can also save at the end of each disc and during specific storyline points. A quicksave feature was added to the portable remakes of the early Final Fantasy games as well as for Final Fantasy Tactics Advance. It allows the player to cease play at any point and resume when they wish, but the downside is that the save is only temporary (i.e. it is wiped when it is reloaded). As such, if the party falls in battle, the game will not return to a previous quicksave (as it has been permanently wiped), instead the player will either be forced to revert to his last actual saved game, or to restart from the beginning, if no prior saves exist. In the iOS/Android versions of Final Fantasy IV and Final Fantasy V, the game is automatically quicksaved after every battle or when the player moves to another screen. Also, for the PlayStation versions of Final Fantasy and Final Fantasy II, as well as the fourth through the sixth installments, there existed a feature known as Memo Save. The Memo Save would save data to the PlayStation's RAM, and would stay intact as long as the PlayStation's power was not disrupted, through resetting the system, unplugging, and other methods. This was useful, as save points were sparse in the original games, and didn't even exist in the first two. The Steam versions of Final Fantasy IV, The After Years and Final Fantasy IX were given autosave features that save the game either on entering a new dungeon area, or just before the start of the most recent battle. This can only be accessed by pressing "continue" from the main menu, and will be deleted if the player loads another save game.
  • In Manhunt, it is shaped as a black and orange tape. If James Earl Cash reaches a new part of a scene, a save point is there for him to pick up. In Manhunt 2, it has no appearance, it is instead replaced with a checkpoint system. It works the same way as the save points. The save point gives the player the ability to save their progress and if the game restearts, they will remain where they saved.
is Type of