Showing posts with label pop culture. Show all posts
Showing posts with label pop culture. Show all posts

Wednesday, February 24, 2016

Game Hypothesis Mario 64 Tesseract and Euclidean Space Theory

Cover of Nintendo 64 Cartridge 
(2/23/2016) --- Hello everyone, thank you very much for your last comments on my Rick and Morty: Pocket Morty's Theory which was my first time writing something towards more pop oriented.

This is just a theory of mine, nothing else, in which a little bit of entertainment is mixed with some knowledge in order to create an explanation for a game event or a setting.

We all know Super Mario 64, as it became one of the most iconic games of the late 1990's with the release of the Nintendo 64. The premise of the game is quite simplistic - Princess Peach sent Mario a letter in which she invited him for a cake in the castle. When Mario arrives he found himself greeted by a Lakitu Bros who follow him with a camera (as the Lakitu is the reference point of the player for the adventure); as Mario goes near the castle, Bowser greets him off-camera and ask him to leave. -

Happy Little Toad
- When Mario finally reach inside the castle he is greeted by Toad who explains that Bowser kidnapped Peach again, stole 120 Power Stars and trapped everyone inside the castle walls. - The game itself is quite charming almost 20 years later, in which also introduced the idea of 3D concept into the home consoles to the players.

Yes, the idea of having stereoscopic elements in video games is not new. It goes as far as the 1960's in which the idea of entertainment was explored with The Sword of Damocles in which technically virtually reality was invented by Dr. Ivan Sutherland. There's always that hand between science fiction, physics and technology that goes hand in hand at the moment of creating entertaining.


What it is fantastic about video games is that they can mix a complete set of real life theories into their games mechanics, what it gets my attention within Super Mario 64 is how in a subtle way the concept of Real Coordinate Space is applied in such a joyful fashion, but not only on the Topological level but also concepts from Euclidean Space and the geometrical concept of the Tesseract.

Coordinates
Why I am mentioning the Hypercube as beginning? To start the game models the hub or central point of navigating through the game connects on different coordinates, in which we could consider 0 as the zero object vector if we talk about in algebraic concept.

From that point where Mario arrives in the castle we could consider the cross-polytope as the starting point to navigate through the adventure.

As we explore what Boswer did in order to kidnap Peach we could consider there is no exit or no entrance; we could navigate perfectly back and forth through the different points in time and space, but time itself won't fold backwards or way too forward thus creating a paradox. Time within the game is fixed and will go continuously within certain events that are related through the story line.

Course 1
The paradoxes will appear whenever the player would have the desire to repeat a course or a certain specific level, but since time is fixed as a continuous event, no matter what actions you take when you repeat a mission, as soon you clear it you won't be able to alter the past and the course will show any starts you obtained as shadows of who they were.

Let's discuss this option within the concepts of Discrete Time and Continuous Time  with the first level Bob-Omb Battlefield . The Bob-Omb Battlefield is the first of 15 levels inside the game, each level offers a unique perspective in which how time develops inside the painting or to better say it inside the four-dimensional space that Bowser created inside each paint and how those paintings connect to different physical points of space in which Mario can interact with but as soon as he leaves his own presence times inside those paintings resets.

Big Bob-Omb
Using Big Bob-Omb, the King of the Bob-Ombs as an example. He will always be there whenever the character comes back but his interactions will change depending on which character goes. In Super Mario 64 DS Big Bob-Omb will have a different dialogue with each character, but as soon the player completes the course his star will be gone.

In Mario 64, there is only one set of dialogue that reacts to the plumber but any previous actions will be just shadows. Every single step the plumber takes could be measured within an exact description of what the player does.

Also each scenario exhibits as it was mentioned a reference of an Hypercube, not only where time folds but also we could see how the topography of each course acts as vertex-first perspective projection. To have an idea; the player can see the entirely where he is trapped just by going to a high point in each scenario and look around the sky and see the coordinate dimension that conform each one of the courses.

Tesseract Net
It is just beautiful to see some of those dynamics; it gives even the idea that Mario was already trapped inside Bowser's jaw as soon he placed a foot in the courtyard of the castle. As the outside of the castle seemed to be trapped also inside some form of Tesseract net. The castle being in the middle, the courses inside but as well being distributed on each side of the cubes and eventually Bowser on the top.

Another reason on why I say the entire game is one big Hypercube is because Bowser itself seems to avoid death several times as each painting as their own time and sets of rules. In which Bowser will be alive and dead after each defeat but yet he seems to avoid death several times just by escaping from the each cube or paint.

The game itself can be an endless nightmare in which Bowser just created an impossible trap to escape in order to lure and kill Mario. In which probably there is an existential nightmare as which each game over, which is dead there is just a mere beginning to an endless time loop.

References:

  1. http://www.guscalvo.com/2016/02/rick-and-morty-theory-of-what-happened.html
  2. http://www.mariowiki.com/Super_Mario_64
  3. http://design.osu.edu/carlson/history/lesson17.html
  4. http://mathworld.wolfram.com/Tesseract.html
  5. Hazewinkel, Michiel, ed. (2001). https://en.wikipedia.org/wiki/Euclidean_space
  6. https://en.wikipedia.org/wiki/Discrete_time_and_continuous_time

Saturday, May 10, 2014

Why Video Games Should Be Considered A Form of Artistic Expression

http://izismile.com/
It is not so odd to think about video games as a form of art. Through the different genres, the consumers as well the avid players, can see the different process where gaming is more than a repetitive process as there are a combination between beautiful graphics and a compelling story line.

The evolution of the gaming industry has been quite slow; not many people realize that video games (at least when it first got sketched and patented was on 1947) appeared with the idea as a missile game created by Thomas Toliver Goldsmith Jr. a physicist professor of Furman University; albeit the idea was never placed on a commercial environment. To think that the idea has been for more that half of a century is quite remarkable; but in terms of contemporary history, the first modern game came in the hands of Bill Pitts and Hugh Tucks who developed the first coin operated game at the Stanford University laboratories in 1971, the game was known as Galaxy Game and that is how the revolution of the Arcade came into the market.

Pong
Pong, became eventually the catalyst that placed the first generation of home consoles into the popular mainstream, and the list eventually grew placing other titles such as Pac-Man, Missile Command, Galaxian, Frogger among others.

As years passed, then it came to the point of finding validation, but why to seek approval from a higher source of information,? specially from a community that had created their own niches over the decades of production.

The answer could be in a bittersweet position, due political and social issues. As many forms of art, it does require the approval of communities to gain some validity; it is shallow to express it but it is one truth, as to gain consensus, the work needs the opinion of the masses.

The problem relies as any form of art, between vulgarity and what art could be itself. There is a debacle of video games, indeed as a form of art, because the problematics goes on a social scale as well towards medical issues. It can be a long debate itself, but appreciating the beauty of some games such as Braid and FEZ as other indie games, gives a different perspective to the players as well general consumers; that games can show beauty on a aesthetic level, and even keep entertain without resourcing to extreme violence or just plain commercialism.

Braid is one good example on how the impressionism works perfectly in the environment, it gives to the game itself a colorful palette that is almost distinctiveness to the game. But, the beauty, the art of the game itself, is not necessarily applied to the graphics as so is with Braid or any other game.

The art lays on the storytelling, much as it was a movie, and as the seventh art, games do deserve a level of recognition for the compelling story telling, as well they show the form of expression of the developers.

Yet, the community seems to try to find a central mainstream figure in order to get approval; there is really no need to find approval from anyone that doesn't come from the community itself, but yet it's relevant to try to find support from the mainstream in order to get the approval from the masses to find that form of artistic expression that at the end is just an affirmation.

Then we have another perspective, and goes from the fandom of the video games, where in an artistic perspective they took also video games into a new level, as it never done before, towards the use of pop culture. It is silly to think, how can pop culture with an emphasis on video games can be turned into something beautiful as well beyond the mundane. Reaffirming that video games are art. The answer is indeed simple, is just a simple form of expression where the fans express what they enjoy the most as well giving a different perspective to the products of the video games.