136.
(see Version 1.1 of this card)
At the beginning of each level, gamer and character, linked by the controller, go out together to confront time, which hurls at gamer and character alike these killer signs. By destroying these mere appearances, time itself — not merely the appearance of time — is defeated. In defeat, a character dies; in victory the gamer wins. The oscillation between character and target doubles that between gamer and character. (See Fig. F) The act of aligning gamer, character and target in the act of targeting risks the integrity of the self against the possibility of defeating time. If the character lost, replay the level again. And again. Repeat this same, strange, digital time, until you win. The time of the game, which can be repeated, over and over, an eternal loop of the same time, is not violent. Nothing changes in game time. Time is a constant, measured out in identical, digital units. Even in a game where time speeds up, it does so in the same way, for the same reasons, over and over, every time you play. Within this digital time, the gamer steps out to call into being and destroy its nemesis: analog time, violent time, this river that is never the same way twice.*
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