But, we can kind of think of the multi-playthrough Kaizo Mario World video as a silly, sci-fi style demonstration of the Quantum Suicide experiment. At each moment of the playthrough there's a lot of different things Mario could have done, and almost all of them lead to horrible death. The anthropic principle, in the form of the emulator's save/restore feature, postselects for the possibilities where Mario actually survives and ensures that although a lot of possible paths have to get discarded, the camera remains fixed on the one path where after one minute and fifty-six seconds some observer still exists.
Some of my favorite art and media deals with the display of multiple time periods at once. Here are some other examples, many of which I've featured on kottke.org in the past.
Averaging Gradius predates the Mario World video by a couple years; it's 15 games of Gradius layered over one another.
I found even the more pointless things incredibly interesting (and telling), like seeing when each person pressed the start button to skip the title screen from scrolling in, or watching as each Vic Viper, in sequence, would take out the red ships flying in a wave pattern, to leave behind power-ups in an almost perfect sine wave sequence. I love how the little mech-like gunpods together emerge from off screen, as a bright, white mass, and slowly break apart into a rainbow of mech clones.
According to the start screen, Cursor*10 invites the you to "cooperate by oneself". The game applies the lessons of Averaging Gradius and multiple-playthrough Kaizo Mario World to create a playable game. The first time through, you're on your own. On subsequent plays, the game overlays your previous attempts on the screen to help you avoid mistakes, get through faster, and collaborate on the tougher puzzles.
The same kind of thing happens in this Call and Response video; 9 frames display at the same time (with audio), each a moment ahead of the previous frame.
Update:Recreating Movement is a method for making time merge photos (thx, boris):
With the help of various filters and settings Recreating Movement makes it possible to extract single frames of any given film sequence and arranges them behind each other in a three-dimensional space. This creates a tube-like set of frames that "freezes" a particular time span in a film.
How You See It overlays three TV news programs covering the same story. (via waxy)
He explained that no matter how large you make the playing field, if you walk long enough you will run into a wall, and that will make you turn around, which makes the camera turn around and runs the risk of making the player lost. With a sphere, Mario can run all he wants without falling or hitting a wall... a useful concept for getting players totally absorbed in the moment. Koizumi added that the best thing about spherical worlds is the "unity of surface," and the "connectedness." Neither will the player get lost easily, or need to adjust the camera - by using spheres, Koizumi said, they had created a game field that never ended.
They also talk about the Galaxy's two-player (well, 1.5-player really) feature, which is a really nice way of getting a second passive player involved in what is essentially a one-player game. (via snarkmarket)
An appreciation of the Real Super Mario Bros 2. The game was released in Japan in 1986 but was considered too difficult/weird for US gamers and a different Mario 2 (based on a Japanese game called Yume Kojo: Doki Doki Panic) was released to the US.
In most games, you trust that the designer is guiding you, through the usual signposts and landmarks, in the direction that you ought to go. In the Real Super Mario Bros. 2, you have no such faith. Here, Miyamoto is not God but the devil. Maybe he really was depressed while making it -- I kept wanting to ask him, Why have you forsaken me? The online reviewer who sizes up the game as "a giant puzzle and practical joke" isn't far off.
The whole upshot is that RSMB2 is now available on the Wii Virtual Console as Super Mario Bros: The Lost Levels. And for the record, I loved SMB2.
I'm a light Etsy user, but Lost Mitten has a great store: Super Mario Bros drink coasters, Katamari Damacy buttons, Bob-omb needlepoint patch, etc. I'm a proud owner of a set of Bubble Bobble coasters. She takes custom orders, will reissue sold items, and all her stuff is 20% off until Thu. (Know of any good Etsy stores? Share them in the comments.)
So just to explain a little further, yes, it is the actual high voltage sparks that are making the noise. Every cycle of the music is a burst of sparks at 41 KHz, triggered by digital circuitry at the end of a "long" piece of fiber optics. What's not immediately obvious in this video is how loud this is. Many people were covering their ears, dogs were barking. In the sections where the crowd is cheering and the coils is starting and stopping, you can hear the the crowd is drowned out by the coil when it's firing.
In a great illustration of the sometimes odd path that innovation takes, Robert Moog found inspiration in the theremin after it had fallen out of favor in serious musical circles:
After a flurry of interest in America following the end of the Second World War, the theremin soon fell into disuse with serious musicians, mainly because newer electronic instruments were introduced that were easier to play. However, a niche interest in the theremin persisted, mostly among electronics enthusiasts and kit-building hobbyists. One of these electronics enthusiasts, Robert Moog, began building theremins in the 1950s, while he was a high-school student. Moog subsequently published a number of articles about building theremins, and sold theremin kits which were intended to be assembled by the customer. Moog credited what he learned from the experience as leading directly to his groundbreaking synthesizer, the Minimoog.
A group of people who are interested in preserving video games as culturally and historically important artifacts has chosen their list of the top 10 most important video games of all time: Spacewar!, Star Raiders, Zork, Tetris, SimCity, Super Mario Bros. 3, Civilization I/II, Doom, Warcraft series and Sensible World of Soccer. Sensible World of Soccer?
David argues for more variation and serendipity in video games. "...games overcompensate for their lack of variance in game play with over-the-top psychedelic graphics and sound effects. This is not a new problem of course with Pac-man and Super Mario Brothers often held up as classic examples."
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