5.25.2006

Appendices On The Colon Of The Work

1. RESOLVED; THAT sewing together a collection of momentary enthusiasms and intuitive forays works as a means toward efficacious structures; that further activity at a certain remove joins such elaborated structures together at their points of concord; that the resulting superstructures function mainly by means of solid concatenation--that is, a baroque and wayward lump-nesting of woven enthusiasms and forays.

To misapply this sentiment, please see the models of Daina Taimina.

2. RESOLVED; THAT a name is best treated as an implement, since any observer will treat the assigned name as such (being an asset, a liability, apt, inapt, and so on); further, that adoption of a scrupulously fitted appellation is the best and shortest way to a more whole self (inner and outer). Mulled mauls of the present author's given name: ethnifications, plays on pre-existing lexical content, wholesale abandonment.

3. RESOLVED; THAT if one intends to treat of the relation between architecture and landscape architecture, one would do well to keep the "military crest" well in mind; and to keep at hand armies to move between "CAMPAIGN" and "QUARTERS". Remember, as the year stiffens and slackens, as they take to battle and flee to shelter: "CAMPAIGN" and "QUARTERS".

4. RESOLVED; THAT "the stoat may savage the shoat; but the serval shall avenge them both".

5. RESOLVED; THAT jackets should be fitted with single thin straps, with which they may be slung neatly over the arm (if the weather should take a favorable turn). Interested patent-seekers may contact me at this address.

6. RESOLVED; THAT the inherited lexical misdirection in regard to a royal's bodily person rankles; though it must be admitted that assigning all ownings to a separated and half-approachable majesty is a fine way to dignify said ownings (precisely through disassociation with the particular person and coupling with the held title).

7. RESOLVED; THAT dance is the proper medium for imparting majesty as immanent in the body; or then again for destroying such sentiments utterly.

8. RESOLVED; THAT the very worst thing, after so long of mulling what it is that you deserve, may be the thought that there is nothing particular that you deserve at all, one way or another.

5.18.2006

"O' Sailor"

"Hello, sailor boy,
In from the sea!
Hello, sailor,
Come with me!

Come on drink cognac.
Rather have wine?
Come here, I love you.
Come and be mine.

Lights, sailor boy,
Warm, white lights.
Solid land, kid.
Wild, white nights.

Come on, sailor.
Out o' the sea.
Let's go, sweetie!
Come with me."

Langston Hughes, "Port Town"

5.13.2006

C. 1860

"If I shouldn't be alive
When the Robins come,
Give the one in Red Cravat,
A Memorial crumb.

If I couldn't thank you,
Being fast asleep,
You will know I'm trying
With my Granite lip!"

-Emily Dickinson

5.07.2006

Urbanism (Not Urbanism)

"NAVIDAD" URBANISM
Housing units go lot-to-lot, piteously pleading for "posada" (shelter). They are turned away time and time again by regretful local authorities. When their stock of hope is nigh-exhausted, they finally happen upon a worthy hospitaller who will heartily answer their call, and extend heris invitation.

SHELL-BEAN URBANISM
Encased by a steep snake-wall of solid kudzu, a line of tiny standalone specialty boutiques waits to satisfy the adventurous shopper. Suggested retail lines: designer housewares, specialty grocery, antiques.

ZITTEL URBANISM
If the suburbs are planets for the star-city, it follows that there must be asteroids as well. Erect among the far foothills small communities, lone ranches, and miniscule shelters, furnished with an absolute bare minimum of amenities. Hide dedicated visionaries here, couched in idiosyncratic design, clinging to steep grades--and watch the pilgrims come flocking. Also known as "Last Starfighter" urbanism.

SWEATER URBANISM
Put on a comfortable sweater and venture out on an average day. The sweater will lend you an air of trustworthiness and allow you to successfully approach any passerby you may meet with. Don't pass out fliers, don't make demands--just extend a hand. Community will be forged. Note: sweater cannot be black.

CONTROVERSY URBANISM
A series of electronic bulletin boards are erected at street level (roughly blackboard sized, black-on-green LED), one standing at the central crossing for each four-block area. They will broadcast fabricated controversies loosely predicated on standard neighborhood issues (an untoward odor emanating from below the hardware store; an epidemic of thieving magpies). Residents will congregate and carry on productive arguments based on the presented scenarios.

PLANT-CELL URBANISM
A planned community without streets, only a grid of variably-sized lots enclosed by fences. These fences appear to be composed of standard planking, but are outfitted with outlandishly advanced gates regulated by a complex series of protocols that follow each homeowner's personal preferences. To ensure free passage through neighbors' lots, residents must cultivate goodwill, or else risk an escalating loss of mobility. Kindly consult Deleuze's formulation of the "access society" for more information.

INTESTINAL URBANISM

Society is reconfigured into winding linear tracts. Residents spend their lives migrating forward--inhabiting each zone for a set time, and then being forcibly moved on. Wild whorls are visible from space, regulating land and motion.

5.02.2006

Edits Pt. 1

A good edit preserves the traits it obscures. That is, it is a blanket covering a sleeping form.


"Crepuscular Boys"

The proposed video game would be something like this:

There are two players. They are human but it is difficult to discern anything further since the entire area they explore is enveloped in near pitch black (a midnight blue, I suppose). Most contours of foreground elements are discernable, if frustratingly sketchy. A fair number of stars and a sliver of moon are visible in the sky, along with an occasional plane in flight.

The playing area is defined by a loosely crescent-shaped roadway; the outside edge is roughly 3/4 of a mile long, the inside closer to a 1/2 mile. The outside edge is a sandy path paralleling a predominantly beachy seacoast (some rocks crop up to the south); the inner edge constitutes a portion of a local two-lane highway. The game begins near the northerly joining point of the two edges, slightly advanced down the outside edge. The game has no discernible end.

While the gameplay is largely of a piece, there are a few discrete areas to encounter. (These are not marked by thresholds of any sort beyond those supplied by the players' innate faculty of discrimination.) As one moves southerly and then northerly, one encounters the areas in this order:


  • a snack bar (inaccessible) and some freestanding shower stalls (accessible, but no running water)

  • a series of six small picnic areas, with tables, benches, and primitive grills, carved into the brush by the seaside

  • a playground composed of one swingset (eight swings total) and one jungle jym, likewise carved into the brush by the seaside

  • a large parking lot, roughly two hundred spaces

  • an access road, linking the highway with the beach, with two entry booths (both inaccessible)

  • a house by the side of the highway (inaccessible)

  • a large motel (single facility, no outbuildings) by the side of the highway (inaccessible)

Areas outside the crescent area are blocked finally and definitely. Generally the blocking is implied by thick foliage; in the case of the termini of the highway or the ocean itself, further movement is simply disallowed, with no explanatory text.

The two players are equipped with health bars of a hundred units each; when all of the units have been expended, they will die. However, the possibility of being injured is exceedingly slim. A fall from a sufficient height will do it; however, there are only two places to fall from (two palette-stacks mysteriously left in the playground) and each fall saps a mere one or two health units. There is also a gigantic axe-toting minotaur (similarly sporting a hundred-unit health bar) that appears one time in thirty in the access road area; there is a slight possibility that he will injure the player, but most likely he will kill the player outright.

If a player dies, there is no possibility of resurrection. Furthermore, the other player cannot move from the scene of the death (making a double death, in the event of minotaur attack, rather likely). The game must be turned off first if further play is desired.

The actions of the players are chiefly limited to running, jumping, and item use. There is, it must be said, a certain paucity of usable items in the game. One can pick up a few pieces of driftwood on the beach, and toss them around. One player cannot injure the other, so driftwood-killing is not a possibility. Occasionally a sea skate will wash up (a one in fifty chance). There is a soda machine just outside the motel that will dispense cans of cola for 75 cents each. (A total of $1.85 can be found hidden in out-of-the-way places.) Drinking a cola will replenish twenty health units. Any of the above items can be thrown at the minotaur, for one to two points of damage; killing the minotaur, however, is out of the question, since his health points are regenerated every time he leaves the screen for twenty seconds or more.

The most exciting aspect of the game involves a pair of futuristic motorcycles leant against the house by the highway. These can be mounted and ridden by the two players. One even features a working machine gun, although as before one player cannot injure the other. The machine gun cannot be used to kill the minotaur either, since the motorcycles are confined to the highway and cannot enter the access road area. The machine gun will, however, create wonderfully realistic damage to the surrounding foliage and the walls of the house and motel, and will never run out of bullets. (Unfortunately, due to programming restraints only a limited amount of damage can be done.)

How to regale yourself within the constraints of the game? Look at whatever scenery you can discern. Race on foot, or on the motorcycles. Tempt fate by attempting to encounter the minotaur. Wait for passing planes and jump up and down.