Tenet

Christopher Nolan, 2 | 時空幻境 4 | Braid 4

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1998 Following
2000 Memento
2002 Insomnia
2005 Batman Begins
2006 The Prestige
2008 The Dark Knight

2010 Inception
2012 The Dark Knight Rises
2014 Interstellar
2017 Dunkirk
2020 Tenet

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香港譯名:

1998 《Following》

2000 《凶心人》

取「空心人」同音。「心」,是指「記憶」。所以,電影譯名的意思是,沒有記憶的人。

2002 《白夜追兇》

2005 《俠影之謎》

2006 《死亡魔法》

此電影的主題為魔術,所以導演把電影本身,化成一個魔術。

2008 《黑夜之神》

2010 《潛行凶間》

此電影的主題為夢境,所以導演把電影本身,化成一個夢境。

2012 《夜神起義》

2014 《星際啓示錄》

「啓示」,即是「來自未來的訊息」。

2017 《鄧寇克大行動》

2020 《天能》

A lot of Nolan’s movies are about some kinds of time travel.

For those movies, each has a unique time logic. Each is like a stage of the computer game Braid.

In Braid, there are 6 stages. Each stage has a unique time mechanics.

— Me@2020-09-20 10:36:54 AM

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2020.09.25 Friday (c) All rights reserved by ACHK

太極滅世戰 2.1

似水流年 2.2

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還記得童年時不太開心,好像沒有太多事情,令我快樂。換句話說,即是過得沉悶。一方面喜歡讀書,另一方面卻緊張成績,終日惶恐。

近乎唯一娛樂就是看電視。那時,我還沒有電腦,更加沒有互聯網。那時,沒有什麼金錢買玩具。就算有新玩具,我有時會想:「怎麼辦呢? 很快又會厭倦。」

中二開始,發覺對數學幾有興趣。

中途又有些所謂的嗜好,例如集郵,其實沒有意義。相對沒有那麼無聊的,有電腦遊戲。我的摯愛有 Simcity 2000 和 Chrono Trigger 等。但那也只是暫時的快樂,仍未能為我生活,帶來意義;遊戲完結時,感到額外的空虛。

中四上物理時,不知何故,精神上,有一點清涼暢快的感覺。那就代表著,疑似喜歡物理。但是,不知何故,幾乎凡是需要物理思考的題目,我都不懂得做。

一九九六年,逛書店時,看到有一本書叫《時間簡史》。我同學說:「這書(內容)就是你最喜愛的那些東西。」那時,我尚未有觸動心靈的感覺,所以不以為意,沒有購買。

那年暑假,看了香港太空館天象廳的《輪椅中的宇宙》,十分震撼。我大概記得,那是我自己一個去看,沒有朋友一起。

dsc025651

從紀錄片中,我認識了霍金,知道了《時間簡史》的來源。不久之後,我買了《時間簡史》,企圖一口氣讀完它。過程中,我有惶恐不安的感覺。原因不是書中內容,而是我沒有閱讀的習慣。換句話說,《時間簡史》令我開始了,培養閱讀的習慣。

《輪椅中的宇宙》和《時間簡史》令我發現,我的人生目標是物理。

但是,我自中三開始,那些物理題目,真是不太懂做呀。空有目標,沒有執行之道。

其實,我那時沒有也辦法,因為,我日校物理教師,講物理講得十分有趣,而我又有留心聽講。如果在這個情況下,我仍然不懂的話,那大概是我的智力問題。

幸好,後來發現,那不是事實。至起碼,中五會考物理,並不需要高智力,也可以奪得 A 級成績。十多年後,在自己有足夠的讀書和教學經驗後,我發現,我當年不懂做題目,主因是日校物理教師,只談理論,不會教題目細節。甚至,有些課題,例如電學,連他自己也根本不太認識。

一九九六年的那個暑假,我開始參加 Ken Chan 的物理補習班,開始一步一步的,解決了「空有目標,沒有執行之道」這問題。

有了「做物理學家」這長遠目標後,我感到人生不再一樣,雖然,我讀書的日常生活,仍然十分混亂,

— Me@2020-07-27 07:33:45 AM

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2020.08.03 Monday (c) All rights reserved by ACHK

Simcity, 2

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I bought this SimCity 2000 box in 1995. It was the first time I went to a big computer centre (mall).

At the first glance, I thought that it was sold at the price 800 HKD, which I could not afford. Luckily, the price label was actually NT800, which meant 800 New Taiwan Dollars.

So I could buy it at 200 Hong Kong Dollars.

— Me@2019-12-29 03:42:26 PM

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2019.12.29 Sunday (c) All rights reserved by ACHK

點石成金 8

The Metagame, 2

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無謂的事務,如果不可避免,你可試試加一個有謂的情境。

For a boring but unavoidable task, add an amazing context.

For an interesting but useless activity, add a meaningful context.

For example, I use video games to train my courage.

— Me@2011.08.24

— Me@2019-12-12

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2019.12.12 Thursday (c) All rights reserved by ACHK

Donkey Kong Country

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Donkey Kong Country is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). The game centres on Donkey Kong and his friend Diddy Kong, who are on a quest to recover Donkey Kong’s stolen banana hoard from King K. Rool and the Kremlings.

— Wikipedia on Donkey Kong Country

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2018.04.13 Friday ACHK

Intellectual Headaches

Game design

They got the key, and then some other stuff happened, and then they reached the door, and were able to open it; but “acquiring the key” and “opening the door” were stored as two separate, disconnected events in the player’s mind.

If the player had encountered the locked door first, tried to open it, been unable to, and then found the key and used it to open the door, the causal link would be unmistakable. You use the key to open the locked door, because you can’t open the locked door without the key.

Math education

I’ve drawn parallels between game design and education before, but it still took me a while to realize that problem-solution ordering issues crop up just as often in the classroom as they do in games.

Remember how, in high school math class, a lot of the work you were doing felt really, really pointless?

Consider Dan Meyer’s question for math educators: if math is the aspirin, then how do you create the headache?

In other words: if you introduce the solution (in this case, a new kind of math) before introducing the kind of problems that it’s meant to solve, the solution is likely to come across as pointless and arbitrary. But if you first let students try to tackle these problems with the math they already understand, they’re likely to come away with a kind of intellectual “headache” – and, therefore, to better understand the purpose of the “aspirin” you’re trying to sell.

Functional programming

— Locked doors, headaches, and intellectual need

— 27 October 2015

— Affording Play

Here are some excerpts of an elegant essay. Please go to the author’s website to read the whole.

— Me@2015-11-03 03:46:41 PM

2015.11.03 Tuesday ACHK

Dear Esther, 4

cease to exist

~ cannot be found in the original region,

but is still possible to be found in the meta-region

For example, at the end of the video game Dear Esther, the character dies, computer screen turns black, you cease to exist there,

but you wake up and continue to exist outside that video game, outside that computer screen.  

— Me@2012.10.27

2014.06.01 Sunday (c) All rights reserved by ACHK

A writer reading books

chris_mahan 24 minutes ago | link

I don’t watch TV (at all) and I game maybe 4 hours a week, usually in 2 sittings.

(I will occasionally watch a DVD, but maybe 2 hours a month, max.)

When people give me grief that I play the games, I tell them I’m a software developer: it’s like a writer reading books.

— Hacker News

2014.04.20 Sunday ACHK

L.A. Noire

The case that makes you and the case that breaks you…

The one you never solve, the one that keeps you awake at night.

The case that gnaws at your guts and ruins your marriage.

The case that keeps you propping up a bar as you relive the what-ifs, the might-have-beens, the half-leads and half-truths.

The case that other cops murmur about whenever you walk past.

The case you never… ever… discuss.

— Herschel Biggs

— L.A. Noire

— Me@2014-03-17 05:27:25 PM

2014.03.19 Wednesday ACHK

Antichamber, 3

Gameplay/Plot

In Antichamber, the player controls the unnamed protagonist from a first-person perspective as they wander through non-Euclidean levels. Regarding typical notions of Euclidean space, Bruce has stated that “breaking down all those expectations and then remaking them is essentially the core mechanic of the game”.

— Wikipedia on Antichamber

2014.03.15 Saturday ACHK

Antichamber

The good part is that the game is a genre in itself. There are no similar games in this world.

The bad part is that a few levels, such as “Falling Forward” and “Laying the Foundation”, do not make any sense. They exist just for wasting the players’ time.

Whenever you get stuck, don’t try harder. Just consult a walkthrough.

— Me@2014-03-09 08:58:45 AM

2014.03.10 Monday (c) All rights reserved by ACHK

The Journey of Life

This is a logo owned by Alexander Bruce for Antichamber.

Antichamber (originally known as Hazard: The Journey of Life) is a single-player first-person puzzle-platform video game developed by Alexander Bruce. Many of the puzzles are based on phenomena that occur within the Non-Euclidean geometry created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three-dimensional space.

Author or copyright owner: Alexander Bruce

The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The game was released on Steam for Microsoft Windows on January 31, 2013, a version sold with the Humble Indie Bundle 11 in February 2014 added support for Linux and Mac OS X.

— Wikipedia on Antichamber

2014.03.05 Wednesday ACHK

Chrono Trigger

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Setting Out! The Dreamy Millennial Festival
The Queen who Returned
The Vanished Princess
I’m Home!
Kingdom Trial
Across the Ruins……
Factory Ruins in the Land of Mystery
The Farthest Reaches of Time
People of the Demon Village
Appeared: The Legendary Hero
Tarta and Frog
Red Stone, Rare Stone
Footprints! Track!!
Fight! Grandleon
Decisive Battle! Magus Castle!!
Before You Realize It, Primeval
Law of the Earth
Kingdom of Magic: Zeal
Release the Seal, Call Forth a Storm
The Philosopher on Grief Mountain
That Which Awaits in the Sky
The Call of Lavos
The Ancient Era’s New King
The Egg of Time
To the Fateful Time……
At the End of the Planet’s Dream
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– Chrono Compendium
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2010.01.03 Sunday ACHK

Dear Esther

To get a feeling of dying, play the video game Dear Esther till the end.

— Me@2012.12.16

When you finish a video game, you go back to the real world;

when your real world is over, you go back to your realer world.

— Me@2012.12.21

There is another theory, that in a car crash, Esther was put in a coma, and the voice is her husband talking to her, in hopes that she can hear him. She wanders along beaches and through caves that are filled with sometimes strange things, things that are bits and fragments of what she is hearing and what her mind is putting together. At the end when Esther jumps, it is possible her heart rate increased, showing up on the hospital monitor, which would explain the voice at the end saying “Come back,” and the darkness at the end would probably be her dying in the coma.

— Wikipedia on Dear Esther

— 21:01, 29 May 2012

2012.12.22 Saturday (c) All rights reserved by ACHK