Fact-checked by Grok 2 weeks ago

Saved game

A saved game, also known as a save file, is a digital record that captures the current progress and state of a , including elements such as position, , attributes, and game world variables, allowing the to reload and resume from that exact point at a later session. This mechanism serves as a core game mechanic, bridging the 's real-world time with the game's narrative and enabling persistence across play sessions. The concept of saved games emerged in the late 1970s alongside the rise of home consoles and personal computers, when limited initially made saving impractical for short arcade-style sessions. Early implementations relied on rudimentary methods like password systems, as seen in games such as (1986), where players entered codes to restore progress after powering off. A significant advancement came with battery-backed cartridges in titles like The Legend of Zelda (1986), which allowed direct to the game media without external input. Over time, save systems evolved with hardware innovations, transitioning from cartridge-based storage to dedicated memory cards introduced by consoles like the in the early 1990s and popularized by the and . The in 2001 brought internal hard drives for larger save capacities, while modern platforms incorporate autosave features, , and quick-save options to minimize player interruption and data loss. These developments, analyzed through frameworks like Mechanics-Dynamics-Aesthetics (), influence gameplay dynamics by altering perceptions of time, risk, and progression. Today, saved games encompass diverse types, including manual saves at designated points (e.g., bonfires in ), autosaves at checkpoints, and single-file systems that enforce unique playthroughs, each shaping player experience and . Online services like PlayStation Plus further enable cross-device continuity, reflecting the integration of saving into broader digital ecosystems.

Introduction and History

Definition and Purpose

A is a or that captures the current state of a , including the player's progress, inventory, position, and choices made up to that point, enabling the game to be resumed from exactly that moment later. This mechanism preserves the game's internal variables, such as character attributes, world events, and narrative branches, in a serialized that can be loaded to restore the session without loss of continuity. The primary purpose of a saved game is to allow to pause and resume at their convenience, avoiding the need to restart from the beginning after interruptions or sessions spanning multiple days. It supports experimentation by permitting to test different strategies or decisions and reload if outcomes are undesirable, fostering deeper engagement with skill-based challenges or intricate narratives. Additionally, saved games enable long-term commitment to expansive games, where progress accumulation over extended periods would otherwise be impractical due to time constraints. Key benefits include reducing player frustration by mitigating the impact of failures or setbacks, as players can reload from a recent save rather than repeating lengthy sections. They also facilitate sharing achievements, such as reaching milestones or unique configurations, by allowing save files to be exchanged among players for collaborative exploration or competition. Furthermore, saved games support non-linear by accommodating branching paths and player-driven progression, where multiple outcomes can be pursued without linear constraints. The conceptual origins of saved games are tied to the need for persistence in , emerging to address the limitations of single-session play in early computer-based entertainment. This feature first appeared in text adventures like (1976), which included a SAVE command to record and restore game states to files.

Historical Evolution

The concept of saved games emerged in the late 1970s with early text-based adventure games on mainframe computers. , developed by students between 1977 and 1979, featured one of the first save mechanisms, allowing players to store their progress in simple text files for later restoration, a significant innovation for lengthy that could span hours or days of play. This manual save system addressed the limitations of non-persistent sessions on shared university systems, marking a shift from fully linear playthroughs to resumable experiences. In the , console gaming introduced hardware-based persistence amid growing game complexity. The (NES), released in 1983, initially lacked built-in saves, but by 1986, battery-backed RAM cartridges enabled true persistent storage without passwords or external media. The Legend of Zelda exemplified this, using a small RAM chip powered by a to retain player progress across power cycles, revolutionizing and genres on home consoles. Password systems also proliferated as a low-cost alternative, encoding progress into strings for manual entry, as seen in (1986), due to cartridge space constraints. The 1990s saw widespread adoption in role-playing games (RPGs), driven by expanding narratives and hardware capabilities. The Final Fantasy series, starting with the 1987 original on the NES/Famicom, relied on password saves for its sprawling campaigns, a necessity given the era's ROM limitations, but later entries like Final Fantasy IV (1991) on the Super Nintendo incorporated battery-backed saves for deeper persistence. This decade normalized saves in RPGs, with limited slots (often 3-8 per cartridge or card) encouraging strategic management, while portable memory cards, first introduced with the Neo Geo in 1990, were popularized by systems like the PlayStation (1994) to facilitate save transfers. Entering the 2000s, storage transitioned to , enabling larger capacities and new features. The (2000) popularized memory cards holding up to 8 MB for multiple game saves, while consoles like the original (2001) integrated hard drives for seamless, unlimited local storage. Autosaves emerged prominently in action games, automatically checkpointing progress to reduce frustration in fast-paced titles; for instance, : Evolved (2001) used them to preserve momentum during intense firefights. From the 2010s onward, cloud integration transformed saves into ubiquitous, cross-device features. Steam Cloud, launched in November 2008 with full rollout by 2009, synchronized saves across PCs for over 100 titles initially, expanding to thousands and mitigating data loss. Mobile gaming adopted auto-sync via platforms like Google Play Games (introduced 2013), enabling seamless progress transfer in free-to-play models such as Clash of Clans (2012), where persistent cloud saves supported ongoing monetization and social features. These evolutions reflected broader cultural shifts, from save scarcity—limited slots fostering replayability and community sharing of passwords—to abundance via unlimited , allowing longer, more experimental games that prioritize narrative depth over punitive restarts.

Saving Mechanics

Timing and Triggers

In video games, player-initiated saves typically occur through manual activation at designated points, such as in-game , safe zones, or specific stations, allowing users to capture the current game state on demand. For instance, the series employs fixed save points at typewriters, where players must use limited ink ribbons to save, restricting access to these locations to heighten . This approach contrasts with more permissive systems, like those in open-world titles such as The series, where players can save freely from a outside of , supporting extended exploration without interruption. Automated saves, on the other hand, are triggered by game events or time intervals to ensure progress without player input, reducing the risk of lost advancement during unexpected session ends. Event-based triggers often activate after key milestones, such as completing a boss fight or reaching a checkpoint, while time-based mechanisms save periodically, such as every few minutes of gameplay. An example is Demon's Souls, which implements near-constant autosaves every few seconds to maintain state during intense sequences, though this can introduce minor performance pauses. These methods have evolved from earlier manual-only systems, with autosaves becoming prevalent in modern titles to accommodate shorter play sessions. Game designers must balance save frequency to preserve gameplay flow, as overly frequent saves can disrupt immersion during action sequences, while infrequent ones heighten the stakes of failure. Saving during volatile moments like risks data corruption or incomplete states, prompting developers to disable or queue saves until safer intervals. For example, many titles prohibit saves mid-battle to avoid such issues, ensuring reliability. Psychologically, save timing influences player tension and strategy; limited or fixed triggers, as in , amplify perceived risk and encourage cautious decision-making, thereby increasing challenge and emotional investment. In contrast, freeform saving in games like fosters experimentation but may reduce strategic depth by minimizing consequences.

Storage Locations

Saved game data is stored in various hardware and software locations depending on the platform and era, with early systems relying heavily on physical media integrated into game cartridges. In the 1980s and 1990s, Nintendo's Famicom Disk System and NES cartridges, such as those for The Legend of Zelda (1986), used battery-backed static random-access memory (SRAM) to retain save data when the console was powered off, marking a shift from password systems to persistent storage. The Super Nintendo Entertainment System (SNES) typically allocated 32 KB of SRAM for saves in compatible cartridges, powered by a lithium battery like the CR2032, which preserved data for up to several years but required replacement to prevent loss. Handheld systems like the Game Boy also employed internal battery-backed SRAM within cartridges for games such as Pokémon Red and Blue (1996), while later consoles introduced removable memory cards; for instance, the PlayStation's Memory Card (1994) provided 128 KB of storage for multiple saves across titles. Seventh-generation consoles like the Xbox 360 (2005) shifted to internal hard disk drives (HDDs) for larger-scale storage, enabling more complex save files without removable media. On personal computers, saved game data is typically stored as local files in user-specific directories to ensure portability and . Common locations include the Windows %APPDATA% or %LOCALAPPDATA% folders (e.g., C:\Users[Username]\AppData\Roaming), where games like those from place encrypted save files to protect against tampering. These files are often or formats, with added in modern titles to safeguard progress data from unauthorized modifications. Capacity constraints have evolved dramatically; early were limited by floppy disks (typically 1.44 total), but some contemporary single-player games can generate save files reaching hundreds of megabytes or even scales due to extensive world state tracking, though exact sizes vary by title and are managed through compression techniques. Backup and recovery mechanisms have been integral to mitigate storage risks, including manual file copying on PCs or cartridge data transfers via specialized hardware for older systems. Many save files incorporate checksums or redundancy checks to detect and repair corruption during writes, allowing partial recovery if a save process is interrupted. However, technical vulnerabilities persist across locations: battery drain in portable cartridge-based systems like the Game Boy can erase SRAM data after 10-20 years, necessitating replacements or modern alternatives like FRAM chips. Overwriting risks occur if a save operation fails mid-process, potentially corrupting the entire file without backups, while hardware failures such as HDD crashes on consoles like the Xbox 360 have led to widespread data loss incidents. Data migration between platforms also poses challenges, as incompatible formats or encryption can render saves inaccessible during hardware upgrades.

Savescumming Techniques

Savescumming refers to the practice of players repeatedly reloading saved games to manipulate outcomes, particularly after unfavorable random events or decisions, in order to achieve more desirable results. This technique typically involves saving immediately before a high-risk action, such as a battle or loot generation, and reloading if the result— like a poor item drop in roguelikes or a failed dice roll—does not meet expectations. In roguelikes, where procedural generation and permadeath amplify randomness, players often use savescumming to retry encounters until securing rare equipment or surviving fatal turns, effectively turning probabilistic events into deterministic ones. Common methods include manual backups of save files for quick restoration or exploiting quicksave features to iterate on dialogue choices and combat results without permanent consequences. The term and practice trace back to the late 1980s, emerging prominently with the engine in point-and-click adventure games like those from , where frequent, illogical deaths encouraged preemptive saving and reloading to navigate puzzles. In early RPGs, limited save slots and high-stakes randomness made savescumming a widespread , as seen in titles with sparse checkpoints that forced players to gamble on outcomes. By the and , it became a staple in roguelikes, where community norms labeled it "scummy" yet tolerated it to mitigate permadeath's harshness. Modern examples contrast this; games like intentionally design against savescumming through bonfire-based autosaves that commit players to their actions, emphasizing risk and learning from failure rather than reversal, though file backups allow circumvention. Players engage in savescumming primarily to alleviate frustration from (RNG), such as suboptimal loot or failed skill checks, allowing them to pursue "perfect" playthroughs aligned with their invested time and strategy. Motivations span intrinsic desires, like maintaining by favoring specific character arcs or branches, and extrinsic goals, such as acquiring rare items to optimize builds. Community-developed save editors further enable this by permitting direct file modifications for inventory tweaks or stat adjustments, often shared in circles to bypass RNG entirely. Developers counter savescumming through restrictive mechanics like one-save policies, where a single file overwrites on load or death, preventing reloads. Ironman modes enforce this by disabling manual saves and autosaving only at fixed intervals, as in strategy games, to promote commitment to decisions and reduce exploitation of randomness. while design choices like delayed outcome revelation—such as in 3's dice rolls—discourage frequent reloading by tying results to broader consequences. Debates frame savescumming as that undermines game integrity, with critics arguing it evades and diminishes the thrill of , particularly in multiplayer where it can skew by enabling optimized advantages. Proponents view it as strategic depth, enhancing player agency in RNG-heavy genres like RPGs, where reloading fosters experimentation without full restarts, though it may conflict with developer intent for emergent . This tension highlights broader ethical implications, balancing individual enjoyment against communal standards of honorable play.

Types of Save Systems

Manual and Quick Saves

Manual saves require explicit player action to preserve game progress, typically accessed through a pause where players select a save option to create a new file. This method often supports multiple save slots, allowing players to maintain branching progress paths for different playthroughs or decision experiments. In early implementations, such as battery-backed cartridge saves in 1980s titles like The Legend of Zelda (1986), manual saves were limited to single slots at designated points, reflecting hardware constraints that prioritized simplicity over flexibility. Quick saves extend this player control by enabling instantaneous preservation via a dedicated hotkey or button, such as F5 on PC platforms, without navigating menus. This feature captures the current state rapidly during gameplay, often overwriting a designated quick slot to minimize interruption. Originating in PC games during the 1990s, quick saves gained prominence in fast-paced genres; for instance, Doom (1993) introduced F6 for quicksaving, facilitating immediate backups amid intense action sequences. The primary advantages of manual and quick saves lie in granting players full agency over save points, which supports experimentation—such as testing risky strategies in adventure games—without permanent commitment to outcomes. This control enhances replayability and personalization, as seen in simulation titles like series, where menu-based manual saves allow iterative scenario adjustments. However, these systems have limitations, including potential overuse that leads to save file clutter or disrupted immersion from frequent pausing. In pause-menu implementations, such as The Last of Us Part II (2020), manual saves via the options button create slots but can overwrite autosaves if not managed carefully, risking progress loss during extended sessions. Design evolution has progressed from the single-slot manual saves of console games, constrained by limited storage like batteries, to multifaceted quick-save variants in modern fast-paced genres, where hotkeys integrate seamlessly to balance urgency and control.

Autosaves and Checkpoints

Autosaves are automatic saving mechanisms in that trigger without player intervention, typically at regular intervals or upon reaching specific milestones to preserve progress and minimize from unexpected interruptions. These systems can be time-based, occurring every few minutes, location-based upon entering new areas, or task-based after completing objectives. In open-world games like , autosaves often activate periodically—approximately every 5-10 minutes—or after key events such as mission completions, ensuring players retain world state and inventory without manual effort. Checkpoints represent another form of automated , functioning as fixed or dynamic restoration points that revert the to a predetermined safe state upon failure, such as or level completion. Common in linear or level-based genres like platformers, checkpoints restore progress to mid-level positions, allowing resumption without restarting entire sections. For instance, in , yellow star icons serve as visible checkpoints that automatically save the game state, integrating with the narrative to discourage excessive reloading and emphasize consequence. These points are often temporary and override prior saves to maintain forward momentum in structured gameplay. Implementation of autosaves and checkpoints prioritizes seamlessness to preserve , frequently operating invisibly or with subtle indicators to avoid disrupting flow. In linear narratives, they prevent excessive by anchoring progress to key story beats or environmental triggers, while event-driven autosaves in expansive worlds handle complex states like NPC positions and environmental changes. Checkpoints, in particular, are tied to level design, placed strategically before challenging segments to balance difficulty and . These systems offer significant advantages in reducing progress loss and player frustration, enabling multiple attempts at difficult sections without full restarts, which supports sustained in challenging games. However, they can limit player agency by restricting reload options and potentially lead to repetitive gameplay loops upon repeated failures at the same point, as the cost of mistakes is lowered, which may impede deeper skill acquisition over time. In procedural or roguelite contexts, dynamic checkpoints adapt to generated content but still enforce these trade-offs by curbing exploitative reloading strategies. Technical integration ensures quick load times through focused , often regenerating non-essential elements on restore to optimize .

Password and Code-Based Saves

Password systems emerged as a key method for preserving game progress in the hardware-constrained era of early video games, particularly on 8-bit consoles like the (NES) in the mid-1980s, where built-in storage was limited or absent. These systems generated short alphanumeric codes—often entered at the game's title screen—that encoded essential player data such as current level, inventory items, and status attributes, allowing resumption without permanent memory. Examples include titles like Castlevania II: Simon's Quest (1987) and (1987), where passwords served as a simple, file-free alternative to track advancement through lengthy adventures. The generation of these passwords relied on proprietary algorithms that compressed the game's state into compact strings, typically 20-50 characters long to balance data density with manual input feasibility. In Metroid (1986), for instance, the system converted up to 144 bits of information—including Samus's location, collected power-ups, and energy—into a 24-character code using a 64-symbol alphabet (digits, letters, and symbols like "?" and "-") via bitwise operations and checksums for validation. This approach ensured codes were unique and verifiable but required precise transcription to avoid corruption. Some early consoles employed hybrid approaches combining battery-backed internal RAM for seamless saves with passwords as a fallback for data recovery or portability. The Legend of Zelda (1986) pioneered saves on cartridges, retaining up to three quest files in 8 KB of powered by a coin cell, but developers occasionally included options in related ports or sequels for scenarios without battery access, such as disk-based systems. Despite their ingenuity, systems carried notable drawbacks, including vulnerability to transcription errors from lengthy strings and the tedium of manual entry, which disrupted and led to lost progress. By the early , these methods were largely phased out in favor of digital file storage on memory cards and hard drives, as hardware costs declined and consoles like the (1994) popularized persistent saves. Niche revivals of systems persist in and games, where they enable offline progress persistence without file I/O permissions, as seen in retro-inspired browser titles or platform-limited apps emulating 1980s mechanics.

Save States in

Save states represent a core feature of game emulators, enabling users to capture a precise of the entire emulated system's at any arbitrary point during . This encompasses the full contents of the emulated random-access memory (), central processing unit () registers, graphics processing unit () data, sound hardware, and other simulated components, allowing the game to resume exactly as it was without reliance on the original game's built-in saving mechanisms. In contrast to native console saves, which are limited to designated points, save states can be created mid-action, such as during a fight or , providing flexibility not available on original hardware. Emulators like and exemplify this by generating these snapshots independently of game-specific save data. The creation process for a save state is instantaneous, involving a direct dump of the emulator's internal to a , typically with a .state extension, which can be triggered via shortcuts like Ctrl+S in or Command+S in . These s store the complete emulated environment, including peripheral states like controllers and memory cards, and are often organized into slots for multiple saves per , with options for auto-indexing to avoid overwrites in tools like . This method ensures near-zero disruption to , as the emulator serializes the data rapidly without halting the underlying . However, the exact format varies by emulator core, lacking a universal standard, which stems from the need to capture platform-specific hardware nuances. Compared to original hardware limitations, save states offer significant advantages, including unlimited save points and integration with features like rewind, which records prior states for playback and reversal, enhancing for players with disabilities or those tackling difficult sections. They prove invaluable for communities, where precise segment practice is essential, and for developers ROMs or glitches by isolating exact moments. In preservation efforts, save states enable the sharing of rare or unlicensed games' progress, allowing researchers and enthusiasts to analyze historical titles without repeated full playthroughs, thus supporting broader heritage initiatives. Despite these benefits, states have notable limitations: they are inherently incompatible with native , as the files contain emulator-specific that cannot be loaded on original consoles. File sizes often reach several megabytes per state—equivalent to the emulated system's , such as 67 MB for titles in Mupen64Plus—leading to substantial storage demands for multiple slots. Portability issues further complicate usage, with states frequently breaking across emulator updates, changes, or different software versions due to evolving internal representations. Within the emulation community, this has fueled ethical discussions on whether states undermine the "intended" of classic games by enabling frequent retries, potentially altering the original design's tension, though proponents argue they democratize access to otherwise inaccessible experiences.

Presentation and Interface

Visual and UI Elements

Save menus in video games typically employ or views to display available save files, often incorporating visual thumbnails captured at the moment of to aid player recognition and selection. These thumbnails, recommended as an accessibility best practice, provide a quick visual cue of the game's state, such as location or progress, reducing reliance on text alone. Accompanying elements include timestamps indicating when the save was created and brief descriptions or auto-generated summaries of player status, as seen in titles like All of You, where save slots are presented simply with slots for quick loading. Feedback mechanisms during the saving process enhance by providing clear visual confirmation of actions. Progress bars illustrate the ongoing save operation, preventing player uncertainty, while completion is often signaled by confirmation icons, flashing animations, or subtle sound cues to indicate success without disrupting flow. Such animations, common in modern engines like , help maintain engagement by visually representing data persistence. Accessibility features in save interfaces promote inclusivity for diverse players. Options to manually name save files allow , while capabilities by date or name facilitate easy . For visually impaired users, screen readers or voice narration can describe elements, including save details and prompts, enabling audio-based interaction as supported by platforms like . Design trends in save UIs vary by platform to suit input methods and screen sizes. Mobile games favor minimalist interfaces due to limited space, often using gesture-based interactions like swipe-to-access menus for quick saves, aligning with touch-centric navigation. In contrast, PC games feature more detailed, customizable interfaces, including moddable elements via community tools that allow players to alter save menu layouts for enhanced functionality. To preserve , particularly in RPGs, save screens may integrate diegetically into the game world, such as presenting saves as in-universe actions like writing in a journal or interacting with environmental objects. Examples include 's save kiosks, which blend saving with narrative , or NieR: Automata's pod-based system, where saves feel like part of the story rather than external interruptions.

File Formats and Management

Saved game files employ a variety of formats to store player progress and game state data efficiently. formats, often using the .sav extension, are prevalent in many due to their and benefits, particularly in console environments where space and speed are critical. These formats serialize game data into a stream of bytes without human-readable , making them suitable for proprietary implementations on platforms like and consoles. In contrast, text-based formats such as or XML are favored in and for their readability and ease of parsing, allowing developers to structure data hierarchically with keys for elements like player attributes. For instance, files in engines like enable straightforward of complex objects, though they result in larger file sizes compared to binary equivalents. The contents of save files typically consist of serialized variables capturing essential game state, including player position coordinates, inventory lists, quest flags, and progression metrics. These elements are encoded to preserve the game's internal logic upon loading, often using engine-specific methods like Godot's .print for dictionaries or store_var for . Compression techniques enhance efficiency by reducing file size; formats naturally support bit-packing to minimize for repetitive like flags, while text formats may apply algorithms such as before saving. In practice, is applied post-serialization to handle detailed like entity trajectories without excessive disk usage. Management of save files often involves specialized tools to edit, backup, or transfer data. Third-party applications like Save Wizard for PS4 provide editing capabilities for over 1,000 proprietary console save files, allowing users to modify variables such as stats or unlocks via a user-friendly interface on compatible systems. For , utilities like GameSave Manager automate backups and transfers by scanning common save locations and creating compressed archives, supporting thousands of titles to prevent data loss during updates or hardware changes. Built-in editors in some engines, such as Godot's resource saving tools, further aid developers in debugging by visualizing serialized data during testing. Organization strategies for save files emphasize reliability and user control, commonly featuring multiple slots to allow playthroughs or backups. Developers implement slots by appending indices to filenames (e.g., save1.sav, save2.sav), enabling selection from a list without overwriting prior progress. prevents compatibility issues across updates by embedding a version number at the file's header, which the loader checks to migrate data if needed, such as adjusting deprecated flags. sync indicators, often metadata flags in modern saves, signal integration with services like , ensuring files are tagged for automatic synchronization. Security measures in save files focus on to deter tampering, especially in competitive or monetized games. Proprietary formats on consoles frequently incorporate or simple ciphers to encode , rendering casual edits via text tools ineffective. Advanced uses hashing algorithms like or to generate checksums appended to the file; upon loading, the game recomputes the hash to detect alterations, rejecting tampered saves. For stronger integrity, (Hash-based Message Authentication Code) combines hashing with a secret key, preventing both tampering and replay attacks in single-player contexts. The evolution of save file formats has progressed from simple flat binary structures in early consoles, where data was stored as contiguous blocks on battery-backed , to modular designs in contemporary games. Initial flat files, common in 8-bit and 16-bit eras, lacked and relied on fixed offsets for variables, limiting flexibility. Modern modular structures, influenced by disc-based media, separate data into sections (e.g., stats in one , in another) using formats like for easier extension and compression layers for efficiency. This shift accommodates larger, dynamic worlds while maintaining through versioning.

Sharing and Community Aspects

Save File Sharing

Save file sharing involves the distribution of player-generated save data files among gamers, enabling collaboration, progression skipping, or access to specific game states without replaying content. This practice emerged as a byproduct of digital file exchange in gaming communities, allowing users to trade saves for single-player experiences. The evolution of save file sharing traces back to the 1990s, when Bulletin Board Systems (BBS) facilitated early file uploads and downloads for PC games. By the early 2000s, the rise of internet forums and dedicated gaming sites accelerated this trend, with communities sharing saves to bypass grinding or explore alternate paths. In modern contexts, integrated features in games like Animal Crossing: New Horizons (2020) introduced official tools for transferring island save data between Nintendo Switch consoles, building on community-driven practices while curbing unauthorized duplication. As of 2025, platforms like Steam Workshop have expanded support for direct save game uploads in titles such as Workers & Resources: Soviet Republic, allowing players to share custom scenarios easily. Platforms for save file sharing include file-hosting sites like , which hosts user-uploaded saves for RPGs such as , often organized by game version or progression stage. Steam Workshop supports save sharing for select titles, like Workers & Resources: Soviet Republic, where players upload custom save games as workshop items for others to subscribe and load directly. Gaming forums, such as those on Steam Community or , also serve as hubs for direct file exchanges via links or attachments. Shared save files are typically distributed in compressed formats like archives to reduce size and bundle accompanying , such as text files detailing , levels, or notes. Users often perform manual checks, ensuring the recipient's matches the save's origin to prevent crashes or . These portable formats, such as .sav or .dat extensions, facilitate cross-device transfers while maintaining . Common use cases include distributing end-game states for completionists, optimal character builds in RPGs like Skyrim to test synergies without hours of leveling, and pre-configured setups for speedruns in action games such as . The practice gained prominence with online communities in the post-2000s era, fostering collaborative playstyles in titles emphasizing exploration or replayability. Legally, sharing non-monetized save files is generally permissible, as they constitute player-owned data derived from licensed , falling outside core copyrighted game assets. However, using shared saves for multiplayer exploits, such as injecting unfair advantages, can violate game and result in account bans, as enforced by publishers like or .

Modding and Custom Saves

Modding and saves involve players altering existing saved game files or creating new ones to customize experiences, often using specialized software to manipulate data such as stats, , or progression states. Common tools for this process include hex editors like , which allow direct byte-level modifications to save files by viewing and editing their binary data. Save converters, such as PKHeX for Pokémon games, enable compatibility adjustments for trading Pokémon between different save files or versions by parsing and reformatting data structures. like Vortex from facilitate the integration of custom saves with broader mod installations, managing file conflicts and ensuring compatibility across game profiles. Techniques for modding saves typically begin with identifying editable values, such as points or resources, through or community-documented offsets in the . For instance, players might use a to search for known values like current (e.g., 100) and replace them with higher amounts (e.g., 9999) to achieve health, requiring a of the original to avoid . More advanced methods involve importing custom scenarios, where external data like new quests or items is injected into the save, or scripting dynamic changes using tools that automate alterations based on game events. Community ecosystems thrive around repositories hosting pre-modded saves, such as ' dedicated saved games section for the Fallout series, where users upload files with maxed-out perks, settlements, or collectibles for immediate use in modded playthroughs. Tutorials on safe editing, often shared on developer forums or modding wikis, emphasize backing up files, verifying checksums, and testing changes in isolated environments to prevent crashes or . However, modding saves carries risks, including game instability from mismatched data that can lead to crashes or corrupted progress, as altered files may conflict with the game's core logic. Ethically, it raises concerns in multiplayer contexts, where custom saves enabling —like unlimited resources—can disrupt , prompting developers to implement patches with or validation checks to detect and block tampered files. In modern trends, platforms like for Skyrim integrate official and fan-created content directly into save systems, allowing seamless loading of expansions such as new armors or quests that modify existing saves without manual editing, fostering community-driven content while maintaining developer oversight. As of November 2025, Bethesda has expanded the Creations system to , enabling similar integration of community content into save files.

Platform-Specific Implementations

Arcade and Early Consoles

In arcade games, the coin-operated model fundamentally precluded traditional save systems, as machines were designed for short, repeated play sessions to encourage ongoing revenue generation. Instead, persistence was achieved through high-score leaderboards, which recorded top performances to foster competition and replayability; for instance, Namco's (1980) featured such a system to display player initials and scores, motivating repeated quarters insertion. Early home consoles inherited these constraints due to hardware limitations, with saves being rare or nonexistent in the second-generation systems like the (1977). The lacked built-in memory for progress retention, relying instead on complete playthroughs in one sitting or rudimentary password systems in later titles; the first such implementation appeared in (1983) for the , where codes allowed resuming progress across sessions. By the third-generation 8-bit era, passwords became dominant for games requiring extended play, as seen in Nintendo's (1986), which used alphanumeric codes to encode player position, items, and energy levels, enabling continuity without additional hardware. These limitations shaped toward concise, high-difficulty experiences optimized for brief sessions, emphasizing skill mastery and replayability over long-term progression; and early console titles often featured unforgiving , such as or level restarts, to extend playtime and heighten challenge without save interruptions. This approach boosted by encouraging multiple attempts to improve scores or complete levels, but it also increased frustration for players unable to dedicate uninterrupted time. A transitional shift occurred with the advent of battery-backed in cartridges during the late 8-bit and early 16-bit eras, allowing true persistent saves; Sega's (1987) for the pioneered this on home consoles with an internal battery to store up to five save files, marking a step toward more ambitious structures despite raising cartridge costs. By the 16-bit generation, such as with the (1988), battery saves became more common in complex titles like (1989), facilitating deeper narratives and exploration without relying on passwords. Preservation of these early save data poses significant challenges, as degradation in aging cartridges often results in irreversible , compounded by obsolete incompatibility; consequently, efforts rely heavily on to reconstruct and access original save functionalities, though legal and technical barriers persist.

PC and Mobile Games

In , saved game files are typically stored in local directories such as the user's Documents folder, AppData subfolders (e.g., Roaming or LocalLow), or the game's installation directory, allowing developers flexibility in without constraints. This local focus enables features like unlimited save slots in platforms such as , where games can create multiple files without fixed limits imposed by console memory, and supports communities that often extend save functionality through custom tools or file edits. For instance, modders can alter save structures in games like series to add persistent custom content, enhancing replayability on personal . On mobile platforms, saved games adapt to device-centric storage, with relying on app-specific bundles or Game Center-linked data for local persistence, while uses isolated app data directories that auto-sync to internal storage or SD cards when possible. This setup ensures offline resilience, as games can write saves locally during play and perform periodic uploads upon reconnection, minimizing data loss in low-connectivity scenarios. An example is , which maintains cross-device continuity by storing core progress locally on each platform (e.g., via HoYoverse account-linked files) while allowing seamless resumption across PC and mobile installs. Challenges in PC saved games include file fragmentation across multiple installations or drive migrations, where saves may scatter into user-specific paths, complicating backups during hardware upgrades or reinstalls. On , frequent autosaves can contribute to battery drain through repeated disk writes, particularly in resource-intensive titles, exacerbating power consumption during extended sessions. Despite these issues, advantages abound: PC users benefit from straightforward backups using file explorers to copy directories like %USERPROFILE%\Saved Games, while mobile players can employ community tools on rooted or jailbroken devices—such as Titanium Backup—to extract and restore app data beyond official limits. Recent trends emphasize deeper OS integration for security and efficiency, such as Android's scoped introduced in 2020 (mandatory from ), which confines game saves to app-private areas to prevent unauthorized access while allowing media-specific sharing, thus balancing privacy with portability. This shift reduces fragmentation risks on mobile by standardizing local access, though it requires developers to adapt save management for compliance.

Cloud and Online Saving

Cloud saving refers to the storage of game progress data on remote servers, allowing players to access their saves from multiple devices via an internet connection. This system emerged in the early with major platforms integrating it into their online services. For instance, launched cloud saves for in July 2011, enabling up to 512 MB of storage per user for game data synchronization across consoles. Similarly, introduced online storage for saves in March 2011 through PlayStation Plus, initially offering 150 MB of space to back up progress remotely. followed suit with its Saved Games service around 2013, providing developers tools to store player data on Google's servers for titles. incorporated cloud backups into its Switch Online service upon its launch in September 2018, supporting automatic uploads for most first-party games. Key features of cloud saving include automatic synchronization upon login, which ensures saves are updated across devices without manual intervention. On , this is enabled through auto-upload settings, where saves are pushed to the cloud when the console enters rest mode if connected to the . similarly auto-syncs data, allowing retrieval of the latest progress when a player signs in on a new device. handles discrepancies from simultaneous edits, often using a last-modified-wins approach or developer-defined merging; for example, Google Play's service prompts developers to implement strategies like timestamp-based prioritization to resolve overlaps. Privacy is addressed through , with platforms like Online Services storing player-specific data in encrypted form on cloud servers to protect against unauthorized access. These mechanisms enable seamless continuity while safeguarding . In multiplayer contexts, cloud saving integrates with shared progress systems, particularly in massively multiplayer online games (MMOs) where data persists server-side. For example, in , guild-related progress such as shared bank contents and collective achievements is maintained on Blizzard's servers, allowing members to access updated group status regardless of individual logins. Real-time syncing in cooperative modes, like those in , uses infrastructure to propagate changes across sessions, ensuring all players see consistent world states. This ties into broader online persistence, where saves reflect communal advancements rather than isolated files. Advantages of cloud and online saving include device independence, permitting players to resume games on different hardware without data loss, as seen with cross-platform support in titles like via Epic's system. It also provides robust backups against hardware failure or loss, with retaining saves for up to 180 days post-subscription lapse if renewed promptly. However, challenges persist, such as risks from server downtime; for instance, a 2025 AWS outage disrupted services for games like and , halting save access temporarily. Data caps limit storage— caps at 100 GB per console generation—and regional restrictions can block syncing in certain areas. Privacy concerns arise from potential data breaches or excessive collection, with platforms vulnerable to issues like insecure if not properly secured.

References

  1. [1]
    [PDF] Saving the Game is Shaping the Game
    ... saved game state at a later date. Furthermore, to clarify and establish a ... O'Reilly, Michael Kayin (2007) I Wanna Be The Guy: The Movie: The Video Game.
  2. [2]
    [PDF] Game Save - DiVA portal
    “An egg file isn‟t a saved game; it‟s essentially a videotape containing not just your latest ... The Video Game Explosion: A History from Pong to Playstation and.
  3. [3]
    Saving in Video Games - The Strong National Museum of Play
    Jul 14, 2011 · Saving video games gives players the peace of mind of knowing that no matter how bad things get, they can almost always re-start from their last saved spot.
  4. [4]
    What does saved game mean? - Definitions.net
    A saved game is a piece of digitally stored information about the progress of a player in an electronic game. This saved game can be reloaded later, so the ...<|control11|><|separator|>
  5. [5]
    Saving the Day: Save Systems in Games - Game Developer
    A save system should allow the player to stop playing at any time, allow the player to pick up where he or she left off with as close to zero replaying as ...
  6. [6]
    The Progress of Saving our Progress – A Genealogy ... - Estelle Tigani
    Dec 9, 2024 · Throughout the development of video games over the centuries, the 'save game' has become an element that has naturally formed alongside gameplay ...Missing: definition | Show results with:definition
  7. [7]
    The importance of save systems in videogames - Gamecritics.com
    Feb 19, 2008 · While being able to save at literally any time may be too much, I believe more concessions should be made in the “save anywhere” direction. “ ...
  8. [8]
    advent(6) — open-adventure — Debian testing
    Dec 6, 2024 · advent [-l logfile] [-o] [-r savefile] [-a savefile] [script...] DESCRIPTION¶. The original Colossal Cave Adventure from 1976-1977 was the ...
  9. [9]
    News - Steam Cloud Rolling in This Week
    Nov 3, 2008 · November 3, 2008 - Valve, creators of best-selling entertainment products and advanced technologies, today announced the roll out of Steam Cloud ...
  10. [10]
    Save System Design pt.3 - Game Developer
    Oct 3, 2011 · This article will look at examples of save system design that exist somewhere in between no-save and save anywhere.Missing: triggers | Show results with:triggers
  11. [11]
    The Game Dev's Guide to Save Systems - GameDev's Journey
    May 15, 2025 · To conclude, a good save system reinforces other aspects of the game. It shapes how players perceive risk and make decisions. Many games use a ...
  12. [12]
    A History of the Game Save - From the Beginning - TechStomper
    Jul 8, 2022 · Rick Wilder explores the history of the game save from the birth of persistence in gaming to the present - when your save state is often as ...
  13. [13]
    Save Points and Memory Cards: The History of Gaming Storage
    Sep 12, 2023 · Tracing the history of storage in gaming, from kilobytes to terabytes, reveals storage as a key driver in the growth of the video game industry.
  14. [14]
    How to find my Saves and Game Folder - Aspyr Support
    May 24, 2023 · Windows: On Windows, most save games can be found by opening File Explorer and navigating to "%homepath%\AppData\LocalLow". You can do ...
  15. [15]
    A Brief History of Video Game Saves - How-To Geek
    Jul 21, 2025 · Early PC games often let you save directly to the same floppy the game came on—or prompted you to insert a separate save disk. As hard drives ...A World Without Saves · Blizzard Arcade Collection · Hard Drive And Internal...
  16. [16]
    Save Your Progress: How to Back Up and Restore PC Games
    To restore a game you've backed up through Steam, open the Steam client and go to Steam > Restore Game Backup. You can then navigate to the directory where ...
  17. [17]
    How Shadow Gambit: The Cursed Crew made save scumming a ...
    Aug 22, 2023 · "Save scumming"—the practice of quickly reloading saves after an undesired result in a video game—brings out some really weird opinions on ...Missing: definition | Show results with:definition
  18. [18]
    What Is Save Scumming? - Acer Corner
    Aug 24, 2023 · The term “save scumming” is likely to have originated in association with the SCUMM engine used in old point and click adventure games. The ...
  19. [19]
    Solving RNG abuse in roguelikes - Game Developer
    Save scumming is an analogous type of system abuse, and it's often best buddies with RNG abuse. So, to sum up the important bits in one sentence: RNG can ...
  20. [20]
    'Save-scumming' in role-playing games: A call for further ...
    Mar 8, 2024 · There is little published work examining save-scumming from a psychological perspective, with inconclusive results suggesting that save-scumming ...
  21. [21]
    Cheating - RogueBasin
    Sep 20, 2016 · Save scumming is an exploit which occurs in games that let the user save the game for later play. If a player can retrieve the saved file ...
  22. [22]
    Backup up your save game, a poor-man's quicksave.
    Apr 27, 2014 · By "save scumming" you are, in actuality, bypassing a core mechanic of Dark Souls. This is designed to be a somewhat challenging game. It's not ...Will save scumming get you softbanned? :: DARK SOULS™ IIDoes save scumming cause a soft ban? :: DARK SOULS™ III ...More results from steamcommunity.com
  23. [23]
    It's time to accept save scumming as the best way to play RPGs
    that is, saving right before major decision points and restarting after an unfavorable ...
  24. [24]
    Save scumming - Pillars of Eternity - Obsidian Forums
    Nov 7, 2013 · Ironman mode works like this: you only have one save, and if you die, that save gets overwritten, so it's perma game over. It's optionall, and ...
  25. [25]
    Ironman mode? | Paradox Interactive Forums
    Mar 18, 2023 · For those us who lack the self discipline to stop save scumming, could we please have an Ironman mode that autosaves at key decision moments ...
  26. [26]
    Tides of Chaos: How Baldur's Gate 3 tackles the RNG of D&D ...
    Oct 15, 2020 · When you fail at something, you just go over it. They want the game to help them to avoid save scumming. So if save scumming is too easy, they ...Missing: definition | Show results with:definition<|control11|><|separator|>
  27. [27]
    Accountability in Video Games: The Great Save-Scum Debate
    The practice of save-scumming is considered a form of cheating. Not accepting the first outcome in any given moment of your playthrough could be seen as not ...<|separator|>
  28. [28]
    How to Save Your Game in The Last of Us Part II - GameSpew
    Jun 19, 2020 · Simply hit the 'options' button, and go to 'save game' in the menu. You can also use multiple save slots in case you want to go back to an earlier point in the ...
  29. [29]
    How to Save in GTA 5 & GTA Online - Game Rant
    Jan 7, 2025 · Grand Theft Auto 5 and GTA Online have autosave features that automatically records a player's progress as they play.
  30. [30]
  31. [31]
    Saved Game History: Battery Backups, Memory Cards, and the Cloud
    Feb 21, 2019 · The Back Up RAM Cart effectively took the battery-backed saving technology of Zelda and put it in a cartridge all by itself, sans game. The ...
  32. [32]
    Building a command line tool to generate Metroid passwords
    Oct 17, 2020 · Metroid's password system encodes the game state into a 144-bit password, represented as a 24-character string, which uses a custom 64-letter ...
  33. [33]
    Password Save - TV Tropes
    A classic of oldie video games, this is the method of saving your progress in a game without being required to actually store it on the console or game ...
  34. [34]
    User guide: Save states
    ### Summary of Save States in OpenEmu
  35. [35]
    Help:Save State - RPCS3 Wiki
    Mar 22, 2025 · Save States are snapshots of in-game states, created with Ctrl+S, and loaded by right-clicking the game and selecting 'Boot with savestate'.
  36. [36]
    Save file formats - SNESdev Wiki
    Oct 6, 2022 · Save files for SNES generally come in two forms: Save RAM, and Savestates. Save RAM Most commonly with the extension .SRM, this is a simple dump of the battery ...
  37. [37]
    Checkpoints, Save States, and Save Availability - Access-Ability
    Apr 25, 2022 · Checkpoints mark progress, often with lives; save states allow restarting at any point; static saves return to fixed points; autosaves save ...Missing: pros cons
  38. [38]
    Video Game Emulation Is Accessibility - Access-Ability
    Sep 23, 2022 · Save States can be useful for gamers with motor control disabilities who may hit progression blocks in a game that they struggle to get past ...<|control11|><|separator|>
  39. [39]
    Emulation as a strategy for the preservation of games - ResearchGate
    Game preservation is a critical issue for game studies. Access to historic materials forms a vital core to research and this field is no different.<|control11|><|separator|>
  40. [40]
    Why are all Mupen64Plus save files so large? - Libretro Forums
    Feb 3, 2017 · The Mupen64Plus save files are ridiculously large. Each file is 67.6 MB. In total that's 4.16 GB total for 63 games in total in that folder!
  41. [41]
    The ethics of emulation: how creators, the community ... - PC Gamer
    Mar 28, 2017 · We talk to emulator devs and an IP lawyer about the ethics of emulators like Cemu, and how they can be proven legal in court.
  42. [42]
    Provide gameplay thumbnails with game saves
    Being able to enter your own save game name is better, but better again is to reinforce further with a thumbnail of the moment at which the game was saved.
  43. [43]
    What is game UI? A complete beginner's guide to game interface ...
    Sep 12, 2022 · Choose a save slot to begin. Load/Save screen of All of You featuring three empty save slots. Load/Save screen of Alike Studio's All of You via ...
  44. [44]
    How to immerse your players through effective UI and game design
    Nov 25, 2022 · Immersion requires a delicate balance of UI and game design. The UI needs to be functional – but within the confines of the game's art direction and overall ...
  45. [45]
    Accessibility Feature Tags - Microsoft Game Dev
    Mar 14, 2025 · Developers can identify accessibility features in their games by tagging the features by using the Accessibility feature in the Gaming Metadata module.
  46. [46]
    Mobile vs Desktop UI: Key Differences In Design - GameAnalytics
    Dec 4, 2018 · Key difference #1: Space & layout. On mobile, you don't have a keyboard to play around with. You have less than three inches of glass.
  47. [47]
    Secretly console first: A better approach to multi-platform game UI ...
    In this piece I'll confine "multi-platform" to Console and PC games because that's where I've focused a lot of my attention over the past couple of years.Missing: save | Show results with:save
  48. [48]
    Diegesis and designing for immersion - Game Developer
    Aug 1, 2018 · An example of diegetic element that causes a change in game design is the save kiosks. In Dead Space (ss we've seen in Resident Evil 2) the ...
  49. [49]
    Introduction to Game File Formats - Retro Reversing
    Oct 20, 2025 · Introduction to Game File Formats. With the advent of Disc-based video games, developers were free to separate games into multiple files, ...
  50. [50]
    List of filetypes - Emulation General Wiki
    For the different sections for the file types, see: Archives, Disc/Disk Images, Tape Files, ROM Images, Saves, Shaders and Filters, Other, CHIP-8.
  51. [51]
    Choosing the right save game format - GDQuest
    Mar 30, 2021 · In this guide, you'll learn: How to choose an appropriate data format for your savegames. How to save data to binary, JSON, and native text with ...Missing: proprietary | Show results with:proprietary
  52. [52]
    Saving games — Godot Engine (stable) documentation in English
    Binary serialization is an alternative approach for storing game state, and you can use it with the functions get_var and store_var of FileAccess. Binary ...
  53. [53]
    What is a good file format for saving game data? [closed]
    Oct 26, 2011 · To display hierachical data, YAML or JSON would be good options. They are far simpler and easier to parse than XML.Would it be better to use XML/JSON/Text or a database to store ...How can you store item data from a game? [duplicate]More results from gamedev.stackexchange.comMissing: proprietary | Show results with:proprietary
  54. [54]
    Compressing game save data - Game Development Stack Exchange
    Aug 31, 2011 · I'm writing a game that needs to save a lot of detailed data (exact trajectories of some entities) to an external file. I want to save drive ...Missing: techniques | Show results with:techniques
  55. [55]
    Home - Save Wizard for PS4 MAX
    ### Summary of Save Wizard for PS4
  56. [56]
    GameSave Manager
    GameSave Manager. The easy way to backup, transfer and share your PC save data. What's Supported? GameSave Manager created by InsaneMattMissing: methods | Show results with:methods
  57. [57]
    How to Implement Save Slots to Manage Multiple Saved Games in ...
    May 24, 2022 · ... Save & Load System created through two previous tutorials. In this tutorial we'll cover how to organize multiple saved games, how to create a ...Missing: versioning | Show results with:versioning
  58. [58]
    How can I implement versioning into a save system?
    Jul 29, 2019 · You could add a version number to your savegame file format itself. The savegame loader loads the savegame file as plain data, checks the version number.
  59. [59]
    Save Game Best Practices | Meta Horizon OS Developers
    The tips and best practices outlined below can help mitigate some of common pitfalls of handling save data before they arise.
  60. [60]
    What cryptography algorithm I can use in my game?
    Jun 13, 2012 · I would simply recommend that you store your data files in a binary file, maybe compress it or use a simple encryption algorithm to fend off casual tinkerers.
  61. [61]
    A brief history of video game saves and data modification
    Jun 3, 2020 · Saving in games goes back almost as far as the dawn of gaming in the household itself, and Nintendo play a big part in its evolution over time.
  62. [62]
    The Forgotten World of BBS Door Games | PCMag
    Jan 14, 2016 · BBS door games were accessed through a 'doorway' on BBSes, often text-based, and played via turn-based or simultaneous multiplayer.
  63. [63]
    How to Transfer Animal Crossing: New Horizons Save Data
    Information on different methods for transferring save data for Animal Crossing: New Horizons to another Nintendo Switch 2 or Nintendo Switch console.How to Transfer an Island to... · How to Transfer an Individual...
  64. [64]
    How do I install a save file? - Classic Discussion - Nexus Mods Forums
    Nov 19, 2009 · #1 - Start a new game, create a savegame as soon as you can (NOTE: you will never use this save file again) #2 - Exit the game and place your old savegame file ...
  65. [65]
    Kahmul/SoulsSpeedruns-Save-Organizer - GitHub
    Manage your savefiles for each supported game, loading or creating them with the click of a button. · Create profiles for each game to group your savefiles for ...
  66. [66]
    Game save sharing - is it legal? :: Off Topic - Steam Community
    Mar 24, 2018 · Yeah it's legal don't worry about it. I download Playstation 2 saves sometimes so i can play some games on my PS3 with everything unlocked.Is copying a game to a friend legal? :: Help and TipsWhat stops someone from sharing a games files? :: Steam DiscussionsMore results from steamcommunity.com
  67. [67]
    Cheats, Hacks and Legal Strategies: Safeguarding Value in the UK ...
    Sep 10, 2025 · Games companies often ban the use of cheats and hacks in their games, including by placing contractual restrictions in the game's terms of ...<|separator|>
  68. [68]
    Hex Editor Use Cases: Debugging, Analysis, File Recovery + More
    Mar 26, 2025 · A hex editor is a powerful tool for game modding, allowing players and developers to modify game files at the byte level. By editing a game's ...
  69. [69]
    HxD - Freeware Hex Editor and Disk Editor - mh-nexus
    HxD is a carefully designed and fast hex editor which, additionally to raw disk editing and modifying of main memory (RAM), handles files of any size.Missing: video converters
  70. [70]
    PKHeX - Save Editing - Project Pokemon Forums
    Rating 4.9 (27) 3 days ago · Pokémon core series save editor, programmed in C#. Supports the following files: Data is displayed in a view which can be edited and saved.Bootleg Pokémon GBA Save... · Save Editing · Frequently Asked Questions · Tools
  71. [71]
    Vortex Mod Manager
    Vortex is designed to seamlessly interact with Nexus Mods allowing you to easily find, install, and play mods from our site, learn about new files and catch ...
  72. [72]
    Editing game saves with a Hex Editor - Dark Midnight Studios
    Jan 2, 2019 · The tool being used is a Hex Editor (wikipedia). I'm using GHex, but the most commonly known editor is WinHex for windows. Process There are ...Missing: video | Show results with:video
  73. [73]
    How to Reverse & Edit Save Game Files - Guided Hacking
    Nov 7, 2019 · In this tutorial we will walk through reversing engineering a save file that I designed. I'll also teach you some common ways that games save data to files.Missing: safe | Show results with:safe
  74. [74]
    How to stop users from manipulating Game Save Data - GameDev.net
    Apr 15, 2014 · Simply moving to a binary format instead of text at least stops the casual cheaters for the first few days if you're lucky. If you're unlucky ...Missing: risks instability patches
  75. [75]
    Top Game Modding Techniques and How to Prevent Them
    Apr 26, 2023 · In this series, I cover some of the most common ways players cheat in mobile games. I'll start off by describing the most common cheating tools and how they ...
  76. [76]
    The Development of Pac-Man - The Arcade Blogger
    Mar 12, 2016 · However, by the end of 1982, over 400,000 Pac-Man arcade cabinets were sold globally, and an estimated 7 billion games played in arcades across ...
  77. [77]
    Replayability, Part 2: Game Mechanics
    Most arcade games provide large numbers of levels and progressively increasing difficulty, and many have deterministic gameplay. The deterministic gameplay ...
  78. [78]
    The Difficulty Dilemma Part 1 - Game Developer
    While previous games had implemented primitive save systems using passwords, Zelda was the first game to have a dedicated memory card to save the player's ...Missing: history | Show results with:history<|control11|><|separator|>
  79. [79]
    Phantasy Star – 1993 Developer Interview - shmuplations.com
    Jan 4, 2022 · —Just before Phantasy Star was released, I remember hearing that it would have both battery backup saves and a password system… Hayashida ...<|separator|>
  80. [80]
    Where Games Go To Sleep: The Game Preservation Crisis, Part 1
    The passage of time, and even the inevitable passing of a game development team, diminishes the possibility of further elements being placed in safekeeping.
  81. [81]
    Back to the future: Preserving the history of video games - Polygon
    Jun 25, 2013 · In an industry constantly focused on where it's going, one group set out to preserve where it's been.Source Material · Paying Tribute · The Hard Part
  82. [82]
  83. [83]
    Changing the save path in games - Microsoft Q&A
    Oct 1, 2024 · Is there a way to change the save path for these games. I want the save folder to be in the same folder as the other game files which are on the ...
  84. [84]
    Steam Cloud (Steamworks Documentation)
    ### Summary of Steam Local Save Directories and Mod Support for Saves
  85. [85]
    Game Center Overview - Apple Developer
    ### Summary of Game Center Saved Game Data Handling
  86. [86]
    Cloud save | Android game development
    Sep 23, 2025 · The Saved Games service gives you a convenient way to save your players' game progression to Google's servers.
  87. [87]
  88. [88]
    FAQs on Cross-Save Function Between Genshin Impact HoYoverse ...
    Nov 8, 2024 · The cross-save function between accounts allows you to link accounts from two different platforms (your HoYoverse Account and your Microsoft Account) and share ...Missing: continuity | Show results with:continuity
  89. [89]
    Benefits of Rooting? - OnePlus Community
    A lot of cool apps with added functionality available after rooting, like adaway, titanium backup [useful if you are flashing or trying new roms], Xposed ...
  90. [90]
    Scoped storage - Android Open Source Project
    Oct 9, 2025 · Scoped storage limits app access to external storage. In Android 11 or higher, apps targeting API 30 or higher must use scoped storage.
  91. [91]