That actually doesn't matter, the basic idea stays the same. Just split the renderer from the game (which my examples don't do for the sake of simplicity) and only save the game instance. In my RPG project, the Activity still contains the renderer as an internal class, but it has only one other instance variable, which is the root of the game's object tree. Only that one is saved and all that onDrameFrame does is to call game.draw().
However, i've still no idea if this kind of state management is a good way to do it. It's the way i do it and it works pretty well for me, but on the other hand, it looks somehow hacky and i bet that there are other solutions.