The saved game simulator defines ordinary movement as one hundred sixty pixels per simulated second. Its gadget multiplier is one point two eight, giving two hundred four point eight while active. At one pixel per speed unit the two bars measure one hundred sixty and two hundred four point eight. These are game animation constants, not effects of real adrenaline or medical advice. Clicking the map changes the character target; the movement loop applies its selected speed while a seven-second gadget timer remains positive. The video does not claim these values match a current commercial game. The gadget applies separate resistance percentages for two hazard types. Explosion resistance is thirty five percent, so a hypothetical raw one hundred damage leaves sixty five. Flame resistance is fifty percent, leaving fifty from a raw one hundred. At three pixels per damage unit, the remaining damage bars are one hundred ninety five and one hundred fifty. Spatial blast falloff and elapsed simulation time are additional calculations before damage reaches the health value. These bars isolate the configured resistance factor and are not measurements from a real game match. The gadget duration is seven simulated seconds and cooldown is fifty. At six pixels per second those timers measure forty two and three hundred. The frame loop clamps its elapsed step to at most zero point one seconds, so a long stalled frame does not advance the simulator by the full real delay. If activation sets both timers at once, the cooldown has forty three seconds left when an uninterrupted seven-second effect ends. The export records current simulation state and fixed gadget specification; it is not an audio recording or proof of actual gameplay performance.