Older games, like Splatterhouse 2 did not allow for saving at all. Other older games like SMB Allstars had save files and would save your items and lives, the world you were on, and any sub-castles you destroyed, but would reset all of the levels in the world (AFAIK). Games like Shining Force could be saved by using in-game scribes like a priest that you had to manually visit with your party during non-combat situations. Games like Castlevania Bloodlines or Demon's Crest or Megaman X would give out passwords based on what you had accomplished in the game. Sometimes this only "recorded" general accomplishments but left out specifics.
Games like Super Mario World could be saved but also had checkpoints to save your mid-level progress in case you died during the level. Some games can only be saved at checkpoints automatically and others use checkpoint beacons or crystals, like in some Final Fantasy games. I'm pretty sure some only autosave, and some only save on exiting the game.
I know that abusing save/load is a fault of the will, but in my opinion (which I know most of you don't share) any instance in a game where the game becomes too easy unless the player restricts themselves from using normal game features is more a fault of the game design itself. I prefer games that can be saved only rarely and between rigorous interaction.
I think that any RPG game like KotOR or Witcher that involves a gamble system/side game (pazaak/dice poker) should warn the player before gambling that it will save your game immediately after each set and match, and that the player should only be allowed to have one save file per character created.
Do you agree? What is your favorite save/load method? What games use it? Which methods did I leave out? Do you propose a perfect save/load system? Do you derive ultimate climactic pleasure from abusing the save/load system to the maximum capacity?