GSCE Physics 2004
1. The forces of nature play a large part in our life.
Discuss one of those forces, its creator and the effect on
our daily lives
And let’s bring our lunches when we go to the
Jeff Minter zoo
Imagine a city where games have the same standing as other
art forms. One would have an Outrun driving school, the
Jeff Minter Zoo, a Ron Hubbard Auditorium, a GTA police
force, but surely a Sir Isaac Newton university as well.
After all, he discovered the force of Gravity, and without
it, our computer games would not have been the same.
Gravity is the force of attraction between two bodies. In
case of the Earth a ball will fall of the tower of Pisa
with an acceleration of 9,8 m/s2, when not slowed down by
air pressure as described in Newton’s 'Philosophiae
naturalis principia mathematica' (1687).
In the summer of 1961 Steve Russell created one of the
first computer games: Space War. Two little spaceships
could move around and shoot each other. His fellow students
improved upon the game. One of them introduced gravity in
the game. When one would come to close to the sun, one
could not escape it.
At the end of the seventies Atari introduced a game called
Lunar Lander. One could relive the experiences of Neil
Armstrong by making a small ship land of the moon with a
gravity of 1,6 newton/kilogram (Hawking, 1985). This was
originally written in 1966 as a text based game, where one
could input the acceleration and rotation and the computer
would display the new position in monochrome numbers. Atari
made an arcade game of it.
On the other hand there was a little game called Asteroids,
or to quote Fuseball (2004), The Ice Maiden. Here the lack
of gravity meant that one had to find other ways to slow
down. The inertia you created yourself could lead to your
death.
These two games also symbolize the marriage between Gravity
and the use of Vector graphics in games. The beauty of the
pure mathematics, which were needed for both of them,
allowed those aspects to strengthen each other. This month
(november 2004) Thrust was released for the classic Vectrex
console, the only pure vector graphics home console ever
created, proving that this is still true.
Thrust was first released for the Commodore 64 and BBC Micro in
1982. It combined gravity with other forces as there
was not only a pull towards the surface, but also a
pull from the Pods one picked up, making the equation
more complex, and the interaction with the
environment. The C64 simulated the Vector graphics
needed. It was based on Gravitar, one of Lunar
Lander's successors.
Highlights in this genre were Oids (1986) for the Apple Mac
and Atari ST which developed the Thrust idea further, when
they put the space ship in a more complex environment
(new osx version) and Gravity Force II
for the Amiga which combined Thrust with Space War in
such a balanced way to make it the duelling game of
champions
Two lords throwing stones. Yesterday.
Another use of gravity was used by games like Scorched Tanx
(Amiga, 1994). You played a small
tank and could fire at your opponent. The shot was
effected buy gravity and wind, according to its
weight. The satisfaction after destroying your
opponent buy sheer insight is one of my most memorable
game moments. This subgenre started with Stone Sling
on the Magnavox Odyssey 2/Philips G7000 in 1980 as far
as I know. In my opinion the concept was ruined later
on in the Worms games by Team 17, which implemented
some basic elements unfair and drew away the attention
from the pure duel.
In these 3D days gravity is used as an integral part of the
3D environment, but the pure heroic battle of one man
against the forces of nature is often lost in a shootout.
Still, the recent release of Half Life 2 simulated real
physics so close to reality that it might be too much. The
brains experienced the virtual G-forces as real, and people
got sick because the virtual G-forces weren't accompanied
by real G-forces on the body, and the resulting conflict
confused their brains. The game is generally regarded as a
masterpiece though, even though the authentication routine
is dubious and one could ask the question:‘if you
want realism, why don't you try reality?'
This monkey will shortly experience the effects of gravity
Still, one subgenre was revived recently. In 1985 Marble
Madness, written by teenage genius Mark Cerny introduced
the Marble-on-a-tight-route-genre. A marble had to be
balanced on small roads and you had to use the gravity to
move, but if it grabbed you, instant dead followed. In 2001
this game was redecorated with Japanese loveliness. Maybe
the struggle of one man against the forces of nature was
lost forever, but the struggle of one Monkey (in a ball)
against nature is fought everyday on my Gamecube, in Sega's
incredible Super Monkey Ball.
2. Calculate the height of a field in the world of Super
Monkey Ball
Although the levels seem bottomless, this might be
calculated by using the time it takes to restart. After
about 4 seconds a new life commences. If it is assumed that
G is the same as on Earth (9,78), the height can be
calculated as follows: d=1/2gt2 ..errr let’s just
play the game..
Links
Biography of sir Isaac Newton:
http://www-gap.dcs.st-and.ac.uk/~history/Mathematicians/Newton.html
Vectrex Thrust: www.vectrexcarts.com
Oids for Mac OSX: http://www.xavagus.com/oids.html
Resources
Fuseball, (2004) 'Asteroids' in the '50 greatest shooters',
Way of the Rodent 50, Smaill Circle ltd.
Hawking, S. (1985), 'The Universe'
Newton, I.S. (1687), 'Philosophiae naturalis principia
mathematica'