Why is the time difference in games exactly the wrong way around? Nanoseconds are analogous to seconds, and seconds to days.First everything was against the player character, then the games became capable of having different factions that could be turned against each other, and finally we get game sprites like AndrAIa, who observe their situations and act accordingly to what they've learned. Think of it as game AI slowly increasing. Rewatch the episode AndrAIa, Bob explains the behavioural patterns of game sprites and mentions that some just attack anything that moves.Maybe the game sprites hate Cheating Bastards?.If Bob and company reboot as NPCs in games whose objective it is to stop the User from winning why do they have to face the same threats the User does? In several of the games they have to fight against other game characters whose objective it is to presumably stop the user from winning.Technology Marches On It was "Common knowledge" back then that playing computer games was "bad" for the computer and caused them to slow down and become glitchy.The writers needed a penalty for losing and mass destruction fit the bill. If there were no consequences for losing the games would just be inconvenient holodecks. The only reason for the nullification thing is drama.Though you could take the view that the programs assume memory is initially nullified and for this assumption to be correct memory is nullified at startup and when a program finishes it has to return the memory to the state it was in to start with, which you could infer to be null, however the faulty allocator prevents this.
When you free memory you just tell the memory allocator that the memory is available for use again, it's usually the case that you initialize the memory before you use it as you don't know what value it is. A problem with this is that freeing the memory isn't the same as nullifying it.As for why the user losing the game prevents this happening, if they win they shut the program down normally, freeing the memory, if they lose then they close it abnormally, Alt-F4 as opposed to the quit button on the menu. It is common practice to free up any memory used by the program when it finishes, this may be what nullifies the sector. When a new program comes in the operating system mistakenly sets the game to run in memory that is still being used by another program. It sounds like mainframe is an old computer system without proper memory protection and a faulty memory allocator.Though I know little of computers and this probably isn't true for modern computers at least. Eventually their memory would become to fragmented and force a reboot, (or they'd just reboot anyways), exactly what happened before. Since time runs super fast in the computer a couple of games would eat up large amounts of memory, for the sprites their world is being destroyed, but for the user, they've played a game. The eat up memory, leaving fragmented chunks. I've noticed that some games take running memory, so much that my computer can't run tasks.