SCUMMING - meaning and definition. What is SCUMMING
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What (who) is SCUMMING - definition

PIECE OF DIGITALLY STORED INFORMATION ABOUT THE PROGRESS OF A PLAYER IN AN ELECTRONIC GAME
Save game; Save state; Saved state; Quicksaving; Save point; Save file; Savegame; Continue point; Quickloading; Quickload; Quicksave; Savestate; Savefile; Quick Save; Save-state; Checkpoint (video gaming); Game save; Gamesave; Saved games; Saving of progress; Savescumming; Save data; Save sharing; Save scumming; Save scum; Savescum; Save-scumming; Quick save
  • date=January 2023}}
  • Tux]] passes a checkpoint (the yellow bell) in the video game ''[[SuperTux]]''

Scumming      
·noun The act of taking off scum.
II. Scumming ·p.pr. & ·vb.n. of Scum.
III. Scumming ·noun That which is scummed off; skimmings; scum;
- used chiefly in the plural.
scummy         
2006 FILM BY PAUL FRASER
Scummy; Scummy man
1) crappy, lame, pathetic
2) one who is happy to be scruffy in looks or personality. Not taking pride in one's self.
That hobo's so scummy it's sad.
scum         
WIKIMEDIA DISAMBIGUATION PAGE
S.C.U.M.; SCUM; Scum (disambiguation); Scum (single); Scum (album); S.C.U.M. (disambiguation); Scums; The Scum; Scum (song)
1.
If you refer to people as scum, you are expressing your feelings of dislike and disgust for them. (INFORMAL)
N-PLURAL [disapproval]
2.
Scum is a layer of a dirty or unpleasant-looking substance on the surface of a liquid.
...scum marks around the bath.
N-UNCOUNT

Wikipedia

Saved game

A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game.

From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a "game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh".

Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on regretting a choice, continue from an earlier point on.

Although the feature of save games often allows for gameplay to resume after a game over, a notable exception is in games where save games are deleted when it is game over. Several names are used to describe this feature, including "permadeath", "iron man", and "hardcore", and the feature has developed over the years from being the only kind of save system per game to the more modern 'suspend game' feature among regular save points. For online games, the game's progress is maintained on the remote server. In some games, upon resuming the game from a save game, the software locks or marks the save game. Early examples include Moria and Diablo II's "hardcore" mode where the character save game is managed by the server. The use of saved games is very common in modern video games, particularly in role-playing video games, which are usually much too long to finish in a single session.