m (1 revision imported) |
No edit summary |
||
| Line 9: | Line 9: | ||
<br/> | <br/> | ||
Groundbreaking 1986 single player game-based reality simulator ( | Groundbreaking 1986 single player game-based reality simulator ( | ||
[[vpd]] | [[vpd|VPD]] | ||
) developed by the | ) developed by the | ||
[[nes]] | [[nes|Nintendo Entertainment System]] | ||
for release on its original platform. Widely considered to figure heavily in the | for release on its original platform. Widely considered to figure heavily in the | ||
[[ehspf]] | [[ehspf|EHSPF]] | ||
series and manifestly central | series and manifestly central | ||
to the | to the | ||
[[ehspf]] | [[ehspf|MetroidVania]] | ||
series of games. Directed by Satoru Okada and Masao Yamamoto | series of games. Directed by Satoru Okada and Masao Yamamoto | ||
(credited officially as simply | (credited officially as simply | ||
| Line 24: | Line 24: | ||
cyber-metaphysics. In this model, pixels equate to | cyber-metaphysics. In this model, pixels equate to | ||
<!-- links to self --> | <!-- links to self --> | ||
[[quantum-loop-gravity]] | [[quantum-loop-gravity|Planck length]] | ||
bits (sub-microscopic non-divisible units of timespace | bits (sub-microscopic non-divisible units of timespace | ||
that form the fabric of what consciousness perceives as "space"). By extension, reality can in fact be thought of as a | that form the fabric of what consciousness perceives as "space"). By extension, reality can in fact be thought of as a | ||
two-dimensional information-based bit space that gives rise to complex illusory environs via | two-dimensional information-based bit space that gives rise to complex illusory environs via | ||
<!-- links to self --> | <!-- links to self --> | ||
[[cybernetics]] | [[cybernetics|cybernetic]] | ||
interaction | interaction | ||
with our perceptual network, thus skirting the so-called "black hole information paradox" | with our perceptual network, thus skirting the so-called "black hole information paradox" | ||
| Line 46: | Line 46: | ||
player) remains locked into an endless loop-quest despite signs of its | player) remains locked into an endless loop-quest despite signs of its | ||
<!-- links so self --> | <!-- links so self --> | ||
[[berhold-brecht]] | [[berhold-brecht|Brechtian]] | ||
artifice in the form of glitches | artifice in the form of glitches | ||
[i.e. door jumps, wall climbing, and, in later | [i.e. door jumps, wall climbing, and, in later | ||
| Line 60: | Line 60: | ||
<sup> | <sup> | ||
3 | 3 | ||
</sup> | </sup>. Samus Aran is suspended in a | ||
. Samus Aran is suspended in a | |||
<!--PM: links to lost in norfair--> | <!--PM: links to lost in norfair--> | ||
[[waves-of-nothingness]] | [[waves-of-nothingness|timeless oblivion]], a space in which consequential movement or action is rendered | ||
, a space in which consequential movement or action is rendered | |||
impossible. And yet... | impossible. And yet... | ||
<em> | <em> | ||
the cycle | the cycle | ||
continues | continues</em>. | ||
</em> | |||
. | |||
</p> | </p> | ||
<p> | <p> | ||
| Line 86: | Line 82: | ||
violation of modern physics doctrine including the now-outdated | violation of modern physics doctrine including the now-outdated | ||
<!-- links to quantum stuff --> | <!-- links to quantum stuff --> | ||
[[quantum]] | [[quantum|Copenhagen Interpretation]] | ||
of quantum theory. An | of quantum theory. An | ||
effective though controversial postulated solution dubbed the "holographic principle" resolves the paradox by | effective though controversial postulated solution dubbed the "holographic principle" resolves the paradox by | ||
claiming that information is in fact stored in a black hole's | claiming that information is in fact stored in a black hole's | ||
[[event-horizon]] | [[event-horizon|event horizon]] | ||
in a liminal, two-dimensional, | in a liminal, two-dimensional, | ||
non-spatial zone. The theory has proven effective in resolving other paradoxes, giving rise to the " | non-spatial zone. The theory has proven effective in resolving other paradoxes, giving rise to the "[[error|holographic universe]]" model championed by Gerad 't Hooft, Leonard Susskind, and their ilk. | ||
[[error]] | |||
" model championed by Gerad 't Hooft, Leonard Susskind, and their ilk. | |||
</p> | </p> | ||
<p> | <p> | ||
| Line 102: | Line 95: | ||
</sup> | </sup> | ||
As opposed to Mind, as per | As opposed to Mind, as per | ||
[[dharma]] | [[dharma|Buddhist]] | ||
philosophy. | philosophy. | ||
</p> | </p> | ||
| Line 110: | Line 103: | ||
</sup> | </sup> | ||
A | A | ||
[[technostalgia]] | [[technostalgia|technostalgic]]-related phenomenon - in a 1988 poll, coitus with Samus Aran was among the most | ||
-related phenomenon - in a 1988 poll, coitus with Samus Aran was among the most | |||
frequent "climax point" fantasies for both girls and boys in the 13-17-year-old age group. | frequent "climax point" fantasies for both girls and boys in the 13-17-year-old age group. | ||
</p> | </p> | ||
</div> | </div> | ||
Revision as of 02:48, 12 March 2024
Metroid
[Nintendo, 1986][related: Mother Brain, Samus Aran, Black Hole Information Paradox]
Groundbreaking 1986 single player game-based reality simulator (
VPD
) developed by the
Nintendo Entertainment System
for release on its original platform. Widely considered to figure heavily in the
EHSPF
series and manifestly central
to the
MetroidVania
series of games. Directed by Satoru Okada and Masao Yamamoto
(credited officially as simply
"Yamamoto"), with music by Hirokazu "Hip" Tanaka. The game was developed in a free associative environment and is
remarkable for its open-world format and its ability to engender a sense of poignant loneliness and desperation in the
player - a phenomenon supporting the "reality as simulation" hypothesis that has come to dominate modern
cyber-metaphysics. In this model, pixels equate to
Planck length
bits (sub-microscopic non-divisible units of timespace
that form the fabric of what consciousness perceives as "space"). By extension, reality can in fact be thought of as a
two-dimensional information-based bit space that gives rise to complex illusory environs via
cybernetic
interaction
with our perceptual network, thus skirting the so-called "black hole information paradox"
1
. Within this
mode of
thinking, the game's formidable end boss Mother Brain
2
can be seen as a malevolent omniscient figurehead
pervading the
simulation - a digital virus-like villian whose function is solely to ensure that the protagonist (Samus Aran/the
player) remains locked into an endless loop-quest despite signs of its
Brechtian
artifice in the form of glitches
[i.e. door jumps, wall climbing, and, in later
Metroid
platforms, phazon overload and shadow freezing]. Upon
defeat of
The Mother Brain, its protagonist is revealed to be female, despite the use of male pronouns in the game's silver
handbook, with a reverse correlation between the success and speed of the player's successful campaign and the
avatar's amount of clothing. A perfect campaign results in Samus being forced to re-complete her mission, defeating
bosses Ridley, Kraig, and The Mother Brain clad in hot pink underwear
3
. Samus Aran is suspended in a
timeless oblivion, a space in which consequential movement or action is rendered
impossible. And yet...
the cycle
continues.
"And when I finally won the game in the basement of my third grade teacher's house and found that Samus was, in fact, a woman, I was alone - and would stay alone from that day forward".
1 A theory centering on the notion that information could be permanently destroyed by a black hole in violation of modern physics doctrine including the now-outdated Copenhagen Interpretation of quantum theory. An effective though controversial postulated solution dubbed the "holographic principle" resolves the paradox by claiming that information is in fact stored in a black hole's event horizon in a liminal, two-dimensional, non-spatial zone. The theory has proven effective in resolving other paradoxes, giving rise to the "holographic universe" model championed by Gerad 't Hooft, Leonard Susskind, and their ilk.
2 As opposed to Mind, as per Buddhist philosophy.
3 A technostalgic-related phenomenon - in a 1988 poll, coitus with Samus Aran was among the most frequent "climax point" fantasies for both girls and boys in the 13-17-year-old age group.
