For any inquires on backlink exchange or partnerships please contact thecodex@gmail.com

The Wiki Forums are up! Check them here!

There is an official chat room on the wiki! I'm always AFK here so pull by to say hi!

Save and Load

From The Codex
(Redirected from Temporal Reload)
Jump to navigationJump to search


Background

Save and Load is the ability to record one's current state, including position, condition, inventory, and progress, and revert to that state at a later point. This effectively allows the user to undo mistakes, reverse death, or retry failed attempts.

The mechanics and limitations of Save and Load vary significantly between settings. In some cases, the ability is able to prevent a user from death; with the user retaining memories and awareness across loads. In others, it is purely mechanical, restoring the user's physical state without preserving their knowledge of events, meaning scenes will play out the exact same way no matter how many times they load back. In still others, it functions as a form of quantum state preservation or metaphysical anchoring. At higher levels, this ability links with Temporal Immortality.

Also Called

  • Save State
  • Reload
  • Checkpoint
  • Save Point
  • Time Reset
  • Quantum State Preservation
  • Progress Recording

Types of Save and Load

Progression Recording

The user's progress is recorded but they cannot load to avoid death or failure. Loading returns them to a point before the last significant event, but does not allow combat adaptation.

The standard save and load in most games. The user's physical state is restored to a previous point, but they do not retain memories, awareness, or knowledge of events that occurred between the save and the load. For all practical purposes, the interval simply did not happen from their perspective.

Applications:

  • User does not remember what happened between save and load.
  • The ability is effectively a do-over that the user is unaware of.
  • May be purely mechanical or record-keeping.
  • Normally used to "rest" in a meta-fictional sense.
  • Records progress (items collected, areas visited, quests completed).
  • Loading is not typically used as a combat tool.

Examples:

  • Vague "Recording Progress" Saves: These are saves fully acknowledged in universe that characters are saving their progress to rest but there's no actual application to it being usable to save themselves from death or learn from battling an opponent.

Memory Retained Save and Load

The user retains memories, awareness, and experience across loads. Each reset allows them to learn from previous attempts, adapt their strategy, and overcome obstacles through iterative trial and error.

Applications:

  • User remembers what happened before the load.
  • User can actively use saves to counter specific threats.
  • User has agency over when and how they save and load.
  • The user may have Temporal Immortality.

Examples:

  • The Human: The Human can save and load, retaining memories of previous attempts, allowing them to overcome opponents through repetition and learning.

Quantum State Preservation

The user's physical and perhaps metaphysical state is recorded and can be restored, but this is a process of recreating a prior state rather than allowing the user to experience time differently.

Application:

  • The save captures the user's current state at a quantum or informational level.
  • Loading restores that state exactly.
  • Memories may be preserved or lost depending on the mechanism.
  • Often presented as technological rather than supernatural.

Examples:

  • Samus Aran: Save stations are done through capturing Samus's quantum imaging, restoring her to that state upon loading.

Checkpoint-Based Saving

The user can only save and load at designated locations or under specific conditions, limiting the practical applications of the ability.

Applications:

  • Limited to specific save points.
  • Cannot save in combat or dangerous situations.
  • Loading returns the user to a designated location.
  • May be tied to external infrastructure (save stations, crystals, etc.).

Examples:

  • Dark Souls: Bonfires serve as checkpoints; the player respawns at the last bonfire upon death, but cannot save and load at will.

Data Backup

The user has their data backed up through saving and loading allows them to return back to the last point they've backed up at. In cases like these they could be a mix of progression saving and memory retention depending on the series.

Applications:

  • May effectively upload oneself into a new body.
  • Their data may allow a reversal of time back to the state their data was recorded.

Potential Limitations:

  • Limited to the number of data backups they can do at times.
  • The data transfer may lose things during the transfer.
  • They may not retain the memories.

Examples:

  • Mega Man (Franchise): Robots and Reploids in the Mega Man series have their data backed up whenver they save allowing them to return back to said previous point.

Save File Manipulation

The user can not only save and load but also manipulate the save data itself, creating multiple saves, transferring progress, or editing the state of the world.

Applications:

  • Multiple save files can be created and managed.
  • The user can choose which save to load.
  • May allow the user to return to significantly different points in the timeline.
  • Higher-level users may create saves from anywhere, anytime.
  • The user effectively has Temporal Immortality.

Examples:

  • Flowey X: With the power of the six human SOULS, Flowey is able to freely make save files and load them infinitely.

Possible Limitations

  • The user may only be able to save and load at specific locations.
  • The ability may require external infrastructure or items.
  • The save may not account for everything, some progress may be lost.
  • The user may be limited to a single save file.
  • Loading may have unforeseen consequences in the timeline.

Notes

This page provides a framework for categorizing Save and Load abilities rather than treating them as a single universal mechanic. When indexing a character's abilities, it is important to note how Save and Load functions in their specific setting; whether they retain memories, what limitations apply, and whether the ability is something used to prevent themselves from dying canonically or a means to record progression.

When used on Versus Threads, checkpoint-based saving normally would not be a feasible means of winning in a thread. This is due to the fact that they would be sent back to their last checkpoint which would effectively be self-Battlefield Removal. Though the thread creator could list a scenario where it can be used. Progression saving should never be used as a means of winning as already noted, the user remembers nothing after restoring back their save point, thus the exact same events would play out.