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. 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 not P2P logs out, accepts a challenge, etc. in a P2P area they will automatically be teleported back to their last save point without notice.
The Save Point is adopted in Final Fantasy in addition to Inns as a place to save and fully heal a party's MP and HP by setting up a tent, cottage, cabin, or house. The world map tends to be one huge save point, meaning that it is possible to save at any time while on the map; however, towns and dungeons have specific save points which are clearly marked, which the player must activate either by touching it or standing on it. 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 in the games obsolete.
A Quicksave feature was an 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 he wishes, but the downside is that the save is only temporary (i.e. it is wiped when it is re-loaded). 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.
Also, for the PlayStation versions of the first two games, 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, or Random Access Memory, 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 three.
Save points (Special Fields in the SNES version) appear mostly as gray disks surrounded by three to eight pillars. In technological areas such as the Tower of Zot, they appear as black orbs set into the ground. The save points in the Feymarch and Sylvan Cave appear as a pentagram on a beige tile.
In the Easy Type and North American Final Fantasy II releases they appear as a large "S" in a circle on a beige tile, similar to the Feymarch's save point. Technological areas have blue glowing save points instead of beige.
The save point in the Nintendo DS release has an entirely new design used in every area. It is a blue glowing circle on the ground, similar to Final Fantasy V's save points, with star patterns within it.
A sparkling, star-like light serves as a Save Point.
The Save Point appears as a block question mark with a purple hood and a green fire base. It can be used by moving the character onto it and opening up the menu when a little box appears. Players can also Save on the World Map whenever they please. As with many games, Tents can only be used on Save Points.
Save points appear as the SOLDIER logo with a green fire base in the North American version. In the Japanese version, they have an S rather than the SOLDIER logo. They can also be used to access the Mission Mode.
It takes the form of the SeeD logo surrounded by two rotating circles.
There are also hidden Save Points in the game that can only be detected and used if a party member has the "Move-Find" ability. Save Points are only found in location areas as saving can be accessed via the menu screen when on the World Map.
The moogles act as save points in the game. They will bring out a big leatherbound book to record the player's progress. In Memoria, glowing spheres similar to Final Fantasy X's save points appear. They allow the player to save, use a Tent, and change party members. The final save point also allows the player to warp out of the dungeon.
The Save Point is a sphere surrounded by a ring. These heal HP and MP, thus making the inns rather obsolete. The player can also access the Airship upon touching one of these, or enter the Blitzball mini-game.
As the sequel to Final Fantasy X the save points of this game is the same, blue spheres known as Save Spheres, although this time they don't allow a player to play Blitzball. They can, however, allow the player access to the airship and can fully restore the party's HP and MP as well as curing all status ailments.
Save Points come in the form of Save Crystals that come in two colors; blue, the standard Save Crystal, and orange, a Gate Crystal that can also teleport the player to other locations. They also heal HP and MP and status ailments. A total of three Save Crystals in this game take the form of Crystalbugs, monsters that attack once the player inspects the Crystal. Upon defeat, they turn into real Save Crystals.
The World Map is the only place where the player can save the game whenever they wish. Between a string of multiple mandatory battles, such as the events at Limberry Castle, you are given the option to save between each fight.
As in Tactics, the player can save while on the World Map. In addition, a player can also save during battle (Quicksave), however this saves the game in a separate slot, and is deleted when loaded.
Just like in Tactics Advance, the player can save at any time on the world map. The quicksave function are also present.
Save Points only appear in Story Mode. They appear in the form of a large Crystals. They are usually in a area with no enemies and with a Moogle nearby to give players a stamp. They heal all HP, SP, and status effects. In Multi-Player Mode, they become Checkpoints instead of Save Points. Players can only use it to heal and can restart here if they die in the dungeon but not return here if they turn off the game.
|Chocobo Forest - Church - Crystal Room - Dungeon (Final Dungeon) - Healing Spring - Inn - Moon - Mysidia - Point of No Return - Save Point - Shop - Town - Unrevisitable Locations - World Map|
|Final Fantasy - Final Fantasy II - Final Fantasy III - Final Fantasy IV: Earth/Red Moon/True Moon - Final Fantasy V: Planet R - Final Fantasy VI: World of Balance/World of Ruin - Final Fantasy VII: The Planet - Final Fantasy VIII - Final Fantasy IX: Gaia/Terra - Final Fantasy X: Spira - Final Fantasy XI: Vana'diel - Final Fantasy XII/Tactics/Tactics Advance/Vagrant Story: Ivalice - Final Fantasy XIII: Gran Pulse - Final Fantasy XIV: Eorzea - Crystal Chronicles - Mystic Quest - Chocobo Racing - Unlimited: Earth/Wonderland - The Spirits Within: Earth|
Save points are locations where the player goes to save their progress in a Grand Theft Auto game. Because the player cannot save the game by simply accessing the game's menu, the use of save points is required for this purpose.
The physical locations and accessibility of save points vary throughout the games. The concept of save points was first explored in Grand Theft Auto 2, where the player is offered the option to enter a "church" (hilariously marked by a JESUS SAVES sign) in each of Anywhere City's three districts. When in the church, the player must have at least $50,000 in hand to donate to the church and have their "soul saved", otherwise, the player will be turned away until they have $50,000.
Safepoints from Grand Theft Auto III onwards require no payment for use, as they are primarily hideouts provided by an acquaintance, free of charge, or are already the player's property. In GTA III, the player walks into a building to save, but the buildings' interior is not primarily visible. In Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, Grand Theft Auto: Liberty City Stories, Grand Theft Auto: Vice City Stories and Grand Theft Auto IV, the interiors become visible, and safehouses are introduced.
Save icons, which were first introduced in GTA Vice City, are floating icons which the player must walk to to enter the saved game menu, allowing save points to be placed indoors or outdoors. The icons were originally modeled after many other pickup icons in GTA III and GTA Vice City, depicted floating and spinning as a result. They vary in appearance between games, and are reminiscent of the media used in time period in which the game is set:
GTA Vice City Stories is the latest game to adopt the save icon, as beds in safehouses effectively replace the icon in GTA IV.
A tape cassette icon in GTA Vice City.
A 3.5" floppy disk icon in GTA San Andreas.
A CD icon in GTA Liberty City Stories.
A 5.25" floppy disk icon in GTA Vice City Stories.
"Savehouses", or safehouses, are buildings where the user can save their game, and are a specialized subset of save points that offer additional amenities to the player. Whereas save points typically consist of no more than a point to save a game, a safehouse offers clothing options, and in many cases, garages for vehicle storage. It is important to note that while all save points in GTA San Andreas are categorized as safehouses, certain safehouses offer no more than floating save icons, making them more of save points than safehouses in a technical sense.
From GTA Vice City onwards, safehouses offer a change of clothing in addition to the save icon; in GTA San Andreas, GTA Liberty City Stories, GTA Vice City Stories and GTA IV, safehouses offer a full wardrobe in which to change the protagonist's clothing. GTA IV also employs an auto-save feature after the player has passed certain missions or performed certain activities. Saving the game from GTA III and onwards advances the time by 6 hours.