settings, and other features. The first game to save the player's score was Taito's seminal 1978 shoot 'em up title Space Invaders. The relative complexity and inconvenience of storing game state information on early home computers (and the fact that early video game consoles had no non-volatile data storage) meant that initially game saves were represented as "passwords" (often strings of characters that encoded the game state) that players could write down and later input into the game when resuming. BYTE magazine stated in 1981, regarding the computer text adventure Zork Is save-game feature, that "while some cowards use it to retain their hard-earned position in the game before making some dangerous move", it was intended to let players play over many weeks. InfoWorld disagreed that year, stating that save games "allow users to experiment with different approaches to the same situation". Home computers in the early 1980s had the advantage of using external media for saving, with compact cassettes and floppy disks, before finally using internal hard drives. For later cartridge-based console games, such as The Legend of Zelda and Kirby's Adventure, saved games were stored in battery-backed random-access memory on the game cartridge itself. Pop and Chips (1985) for the Super Cassette Vision was the first-ever game to allow saving game progress on a video game console, using an AA battery on the game cassette. Later game cartridges, such as , a role-playing video game released for the Famicom in June 1987 and the Nintendo Entertainment System version of The Legend of Zelda released in August 1987, would use a button cell battery. In modern consoles, which use disks for storing games, saved games are stored in other ways, such as by use of memory cards or internal hard drives on the game machine itself. The use of memory cards for saving game data dates back to SNK's cartridge-based Neo Geo arcade system and home console in 1990. Depending on the game, a player will have the ability to save the game either at any arbitrary point (usually when the game has been paused), after a specific task has been completed (such as at the end of a level), or at designated areas within the game known as save points. The available ways to save a game affect gameplay, and can represent a practice of players or an explicit decision by designers to give the game a particular