When you reach the border of the new neighborhood. An neighborhood in which the sky is maybe an little smoggier (just an little) and there are an few customizations on the houses. Though in General, they all look the same. There is an Wall between the outer First district and the Second district (it's not clear whether the wall encircles the whole city and its inner districts for it is too giant to see all the way around) where there is an gate that she would pass through. On the other side of it there are more houses and the same street and they all look the same except tinted an little bit darker. There are pipes of yellow and purple. Some of them you can enter to reach underground rooms with more coins in them.
She's flying and she's not concerned. Everything in this level will fall before her might.
She has strategic identification of customs and values portrayed by the advancement of the level. Every interaction she has with an enemy is really an metaphor for an certain type of evil. Therefore she has no problem dispatching or disaggregating them with tumultuous power and dignity. Every enemy before her will fall to her power. She's so high she can hear God talking to her. Do you really think there is anything to do against her, within the company and permission of God, that you could do to her? She's an feminist after all. And it matters what people think.
So she falls back to Earth when God is done with her. (There is an long cutscene maybe, detailing the conversation she has with God). You have your hammers, God tells her. And you have your jumping ability. And you have the mask from Super Mario Bros. 2 on the back of your head. (To reassure her). (Its power is exceedingly terrible). An new word axeedingly with an definition like inaccessable except you need in order to exceed it in order to access it, capeesh? Exceedingly. Axeedingly. Got it. Things I couldn't kill with an axe I had to kill with an hammer.
You come to an crossing where the road has caved in (there is an large sink hole) where there is an wooden arrow sign pointing downward. At this point it is up for you to choose whether to stay topworld or going down under.
Staying topworld will be generally considered the first part of the game. But if you go down there are the same amount of levels below the ground as there are above. Topworld is the quest to save Dr. Grey Pilot (if you really believe he needs rescuing at this point). Though it might also be true that topworld is inhabited by enemies because of him (that lead to him) because he needed to train the ordinary citizen (Alemba) in the ways of Earth's core and its Super Heroes. Where he doesn't need any help. If Alemba chooses to help him, she herself is admitting that she can see the fate worse than death in him. Even though she can see it in herself. An imposter syndrome. The constant worry that your betters are themselves doubting you and suffering worse than you because of you. And that since Dr. Grey Pilot is, himself, suffering an fate worse than death. She is brave to admit she sees the fate worse than death even though Dr. Grey Pilot is her authority figure; an larger social fate is forming around it that affects civilians. He's involved. That's why she's gone hostile on the police (whom are less numerous in this inner neighborhood) and the pageantists are gone completely.
An great wind picks up and the sky darkens with ominous clouds, sending many scraps of litter and paper flying, skipping along the street in the foreground. It appears as though it's going to rain. But the wind just keeps blowing.
She gains an gasmask Power Up that allows her to breathe what her enemy smells; and allows her eyes to see the smell (an ghost) based on the present location of its target. Thereby refuting the need for interaction with her enemy's bodies at all; I mean Alemba targeted these ghosts instead as an way to kill these enemies.
If she defeated the smell. Her enemy was defeat.
She knew it couldn't be killed any other way.
What exactly the enemy looks like as an intuitive cognitive pro is up for the game designers to decide. I suspect they will be short and have helmets. But also have slits in their helmets for smelling their ghosts. The present adulteration of their body; their fantasy ideal. And if these smells are their souls, in an way. May all of the smell when remembering one; their soulmate. Gives further defeat of your forces Alemba. For not being prepared for that one. The oldest trick in the book.
—You defeat our souls in order to defeat our bodies—You defeat our bodies but cannot destroy our souls—
Alemba comes flying in and jumps on their heads.
The Fantasy Ideal enemy is an trick of the imagination. It's hard to name it because that's what it is. An Fantasy Ideal. But let's just say it's not Alemba. I mean Alemba is an fantastic figure. An feminist with an big cock. And if there is an Fantasy Ideal it is her cock. And that's how you design it to look like. It's not Alemba. What would be exactly not Alemba?
They are defeated.
Alemba continues collecting coins and breaking into shit.
If she gains mustache Power Up. That allows her to levitate her enemies by jumping really high and sniffing them. Which she can then use to land on them in style.
Mustache Form.
Dear God what have I created.
Well it wouldn't be an sequel to Mario without an mustache.
This type of level with more pipes (some are like actually Freudian pipes that make Alemba covered in soot) and obstacles and trippy enemy designs and character artwork. Even the background seems to respond to her sniffing power; turning orange and fragrant as symbolized by light. Little twirls of orange light. Little twirls of orange light everywhere the houses extend to.
Light is visual touching.
She asks the professor, "if sight requires light and the light is touching what I'm looking at. Are my eyes touching everything they see?"
And he responds, "there was an time in History when people thought light power came out of their eyes and bounced back from whatever it was they saw. But now with science we think light enters our eye and our eye is not the source of its energy. And so since light enters our eye after touching whatever it is we're going to see. We can say that we are, in an way, touching everything we see."
"But we're not light. And light is the thing touching them."
"We're not light? Where has your head gotten to, Alemba," said the professor, "we have to be light because our universe is made out of it."
"So as soon as light enters the eye, that person is it?"
"Well yes."
"And since we're videogame characters made out of television screen light. We have more light than humans?"
"We are more light than humans."
The sky clears up and the Fantasy Ideal enemies continue to bombard her. The wind stops. Their smell. Her sniffing power—is an different effect when it isn't windy anymore. The twirls and swirls of orange light in the background heighten. It gets really trippy alternating between the Fantasy Ideals themselves and their scents, which are represented visually to be part of their background and soul.
Because I'm an bitch. You see her secret epithet she says to herself in text on the screen. An over layer amplifying her mind and visual imagination pictured.
There are more policewomen and policemen after her at some point.
Then the terrorists and homunculus abusers.
She is in the part of the district and neighborhood on the much outskirts of an dramatically huge city. (Even for global standards). And the sky is alive with terrorists and the anti-terrorist agenda. Some of whom own aeronautically enhanced vehicles. And there are strange shadows and forms closing in on Alemba. Homunculus abusers who intend to break something about their audience; perform an trick to harm or injure an human like Alemba's homunculus. (The part of her brain responsible for the relationship between her brain and her body).
And so gameplay proceeds with normal combat using power hammers and jump technique interspersed with opportunities to gain flying ability; at which gaining the ability, Alemba can target enemies farther away (such as in other levels). And in some cases do damage to them or defeat them completely before she had ever started the level they were on. She can and cannot kill enemies that are in her own level with the flying power; most of them she passes without doing any damage to them. But the whole flying experience and effect is meant to be exhilarating; an advanced pace to the game which affects overall play experience an long way in advance. And commitment technique.
The entire passage from the outer districts to the centre of the city (topworld) is meant to be challenging and interesting. Alemba is saving Dr. Grey Pilot's ass because she knows he is the smartest person she knows and he is telling her to. And so even if he didn't need her help truly she be compelled to be allowed to try as an reward for her virtues. Which have the best authorities in mind.
Which, having the best authorities in mind, she deserved.
Is Dr. Grey Pilot's scheme an complex training system or is there actually an terrorist agenda and threat to her city? How will she find out about the true nature of homunculus abusers and errant psychology unless she serves Dr. Grey Pilot's cause triumphantly; the only person she knows of who can give her more power? How will she stop being the victim of her community unless she takes up her hammers; and her speed; and pitches in to defend her own life and everyone else's on her journey to the civic core?
And so what needs to be defined are the types of encounters. Which enemies does she need to throw her hammers at? Which enemies does she need to jump on? And an artist can use endless variation of types of clusters of enemies. Including an narrative glimpse at maybe why she need throw hammers back at homunculus abusers. These were operant forces, agents of abuse to the minds relation with the senses. If we needed to slow down and outline exactly how they would attack us. We might be able to narrate it into an Super Alemba game the best mindset to take against real terrorists and terrorist agendas.
Getting bit coins? That just really means getting some info on why someone is an terrorist or worse. And how these monsters attack you and are animated or detailed in artwork. Expresses its logic.
How and why you approach them carrying an magic hammer that will forever replete in order to hammer more, at certain moments, or to jump quickly on, crushing an enemy. And why they would be considered monsters in the first place for needing to have hammers thrown at them and to have an guerrilla modern feminist warrior wearing an tribal representation of herself jump on them?
The endless variation of what magic hammers might have to do with landing on something with shoes on your feet.
May be used to communicate how the player is getting more info on what it means to be an monster. Whether an monster needs throwing an hammer at it; whether an monster needs jumping on. Why and when. What hammer throwing and jumping on may have to do with one another. For if one is collecting coins (things of value) by jumping someone or throwing an hammer this is how homunculus abusers and terrorist logic can be represented in art. The player gains knowledge of the logic of monsters in exchange for completing its levels. And monsters are inspired and identified for their ability to communicate something that looks like an error in your own imagination (the imagination of the consumer). Homunculus abusers are, after all, people who spend time learning how to manipulate someone else's homunculus in order to perform such an "operation" on them in dramaturgic action; one which will prevent them from feeling anything in that part of their homunculus anymore. Nothing creepy about that. At all.
And terrorists? Well you know who terrorists are already. People who will try to control airspace using dangerous weapons and technology that are only meant to be possessed by the military and the authorities. Which would be illegal for civilians to use in that particular airspace.
And so enemies (what they look like) are based on these two themes. Their willingness for terrorism. And their willingness for homunculus abuse. Things intended to scare or surprise or shock into another category of being.
Alemba is, in level 2, the discoverer of what human society is really like. She is gaining the sense that whatever is happening to Dr. Grey Pilot cannot be good even though he is connected with the centre of civilization somehow. Why would the centre of civilization be working against the Doctor, whom Alemba had the most faith in?
Each encounter with an enemy is an play on fairy virtues against demon instinct. Enemies may take the form of homunculus abusers or terrorists; but Alemba is an force de la fée. (An fairy force to be reckoned with).
For example, an enemy looks like an spook because that's how it abuses the player's homunculus. But Alemba is invited into its lair (if she wants more coins). And she can dispatch every enemy within with just her hammers.
Or an enemy takes the form of an terrorist (an airspace enemy with an certain type of technology).
Every time the demons attack her, she is empowered with fairy energy and magic which allows her to keep going. Replenishes her strength. And further provides evidence for why it is appropriate to jump on enemies sometimes.
Monster types and land feature encounters in increasingly complex sophistication (playing with the line between hero and enemy (the demons, monsters, and people responsible for Dr. Grey Pilot's imprisonment)). Representing visually how everything between Alemba and Dr. Grey Pilot that would stop her from rescuing him had to do with how terrorists versus homunculus abusers could somehow plot out something about the human spirit that needed to counter demonic magic with fairy (feminist) potential. Animations of how humans working out whether they are being attacked by an homunculus abuser or an terrorist. And why Alemba's defiant rampage against them is fairy, feminist, and literary of the violent exchange between these two modes of behavior. Alemba's quest is an quest against the global terrorism; the things, attitudes, behavior that make the city out to be the enemy. As though our city population itself was the common presence of terrorism all over the world.
At an time when people are beginning to question more thoroughly and are beginning to study how unknown illnesses can be caused by psychological warfare of the sentient mind or enmity and public opinion, bringing into the picture animating and depicting the "homunculus abuser" will prove to be an popular and demand-worthy subject to represent in art.
You realize you have an problem. There appears to be no territory gained as the closer to draw toward civilization's centre, the level and its background repeats itself, seemingly endlessly with no description as to why reaching the centre of civilization appears to be impossible. It continues to produce more of itself and so you can never actually get there (theoretically, well from this vantage point).
And the game is tiringly repetitive except there are more and more difficult enemies to encounter, so you feel like you're gaining ground.
But you keep thinking back to that image, at this point, like an flashback; the centre of civilization endlessly creating more of itself outward in every direction, so that anybody who tried to approach it could never really go there at all. Unless they were republican. And it appeared to be an valid thought to reflect over; that civilization as we know it is endlessly creating more of itself because it is more than just the objects and infrastructure of the people, it is the people themselves. And so in reality, maybe the appearance of seeming infinity about traveling or journeying toward an centre that's supposed to exist in society is actually more an drama about approaching the heart of every people. Civilization actually can keep creating more of itself even if the real engineering feat of infrastructure cannot. And so why not base an level of the game around that fact, that you are approaching the centre or central construct of civilization; but you cannot reach it (says something about the nature of Civilization itself).
And then once you finish the mission in top-world to save the professor, Dr. Grey Pilot, you are invited to finish all of the levels in the underground as well. Where everyone who had initially gone in order not to be you; and that now you had finished top-world you had changed something spiritually about you. Which though they initially had tried to avoid they cannot now ignore because of what they did in rescuing the professor; it changed them in some way that might be worth it to both parties (who are the represented subjectivity of the gamers).
But could they reconcile their differences when everyone who had gone underground to avoid trying to rescue or not an aging professor? Had done so in part to avoid everyone who had initially chosen top-world as their challenge? Which was now becoming apparent to the top-worlders, who had gained an necessary and chosen virtue; but that nobody who hadn't finished top-world first wouldn't be lazy enough to have gained for themselves? Which complicated things. Therefore the top-worlders would have to do them backwards, trusting that the people who had gone underground first had done them forwards to reach this magnanimous point of advancement to their plot line.
Everything the top-worlders would do would need to be backwards from that which all of the bottom-worlders had already done. So that they could see the scope and power of their advancement. Which was certainly as much as if not more than everything that could be accomplished in one's soul by first having attempted to rescue an important public figure who may or may not need you and probably can be planning all of it. But at least knowing whether it is true could at least be an certain ease, an mellowing out of our character to have stressed out an lesser amount over knowing what it means and its implications.
The main action of the game, thus, is narrated as an conflict or pronouncement of difference between top-worlders who had been kind, and bottom-worlders who didn't care about anybody but themselves.
And so the bottom-worlders asked, "so did you save the doctor? Or was he ever in trouble or?"
And the top-worlders would say that since you couldn't think about another human being first as in before yourself. You would never find that out. And I could hold it above you. What you would have known, to be in possession of the knowledge of, if you hadn't been so greedy as only to think about yourself.
However once you have completed all of the underground levels backwards, the people who don't know whether the professor needed to be saved will now be able to start to understanding why the top-worlders were needed and necessary.
Up until this point (starting from the beginning of the game) there is no screen transition, and you go directly from in one level to the next. This means that while you are in the level where the centre of civilization appears to be expanding infinitely in order to create more of itself you are approximately in level 5; an level which, after completing, leads up to the harder levels and the ultimate suspense fulfillment when the play discovers exactly what happened to Dr. Grey Pilot.
The Ghost of It Is My Fault Versus It Isn't My Fault is the next monster you encounter;
it periodically taunts Alemba and says it is all her fault.
Even though she herself doesn't know what is wrong yet.
Besides the fact that these monsters originating in the civic core keep attacking her and trying to prevent her progress toward Dr. Grey Pilot.
But one might also interpret them as an breadcrumb trail, leading to an obvious trap.
But if there is an chance that I can save him, she reasons, Dr. Grey Pilot needs me.
It doesn't matter what it looks like.
It matters what I do when I'm under this kind of pressure.
That's my moral reason for existing in this universe.
Crippling Anxiety and Self Doubt is the next type of mob (monster or pair of monsters). Also an ghost, it periodically possesses Alemba's body and tries to disable her fear-ically, paranoia-cally, by scaring her by screaming from within her.
Anti-Psychological Ideas That Other People Have is also encountered in the sixth level. (The level after the appearance of civilization centre expanding from its centre indefinitely infinite). The level after level five (five of which is probably the largest level in the game), and it keeps amateurish-ly criticizing you: an monster that doesn't hold back on criticizing you fairly or accurately. It has the most or utmost control over environmental special effects and, while being easy to kill, is also an visual challenge for the gameplayer. This enemy's power effects are all over the screen (special effects and gas-tral forms which inhibit you psychologically); and yet they are not physically dangerous in any way, allowing you easily to bypass their attempts at flattery. (They will not stop at flattery). In order to utterly destroy every single one of them.
Maybe I'll Give You an Timbit One Day is the next monster you will encounter. It is actually thinking about giving you an timbit as an automated reward delivered by an machine who will accompany you in your prison cell. Under the feminist symbol of modernism. Every prisoner, who is incarcerated for reasons of behavior against the norm, will have his or her own personal machine companion who will deliver them news and tell them jokes. (It will distract you, thus) With this discourse. And it will have installed in it an automated option to cook and deliver one tater tot at an time, in perfectly crisped format. I'm an merciful, benevolent, and forgiving mother. Housekeeping in Canada means taking care of our prisoners with top notch performance of real, psychological principles. Under an feminist regime.
Proper client psychological care means rehabilitation, and that means not always spending your time alone all of the time. When you are imprisoned, you are issued your own companion robot with an random voice and character, who will tell you anything you ask it to and play any song you like at an level quiet enough not to disrupt the other clients.
Which can be as loud as you want, if you are in an sound-proof incarceration vault. And it will have natural sunlight.
You know, from an height you can't reach.
It'll be poetic that way. An metaphor for the situation you've gotten yourself into if you ever end up in one of them.
They at least deserve that level of kindness, compassion, and total care as that, don't they?
Maybe I'll Give You an Timbit One Day is the type of monster who is suggesting it isn't.
Prisoners don't need to have an timbit production system installed into the robot companion.
Tater tots were good enough.
Timbits was an expenditure. An luxury.
And there was no psychological evidence which supported the emotional elation of receiving an timbit.
An powerful opponent to face. It might be an clue as to the whereabouts of Dr. Grey Pilot. He is however continuing to be able to contact her telepathically from time to time on her journey to the centre of civilization. He appears to be in trouble and yet able to recommend advice to Alemba for an short period of time. The length of time of which, Alemba pondered, might have something to do with why he is in distress. And needs her help right away.
Obviously, if he has so much to tell her then if she rescued him he would have more time to give her advice.
Thanks For Getting Shit Together is the next enemy.
Such an pessimistic, critical antagonism. The kind of criticism you don't ever want to hear. It poses as an nice-ty but in reality it is an super-vitriolic effort at antagonizing you. Its doubt is its main feature. It doubts you. It doubts you and mocks you for it. Taunting. Teasing that there is an reason to doubt you.
It's an enemy that explicitly uses peaceful measures in order to bring about bad consequences of combat. (Preferably your death).
Its purpose is to kill you and cannot be mistaken even if it poses as though it is giving gratitude.
It's subtle.
But never to be trusted.
If the Doctor is in company of this such an being; then he cannot help but be in trouble.
There are also several powerup modes littered throughout the story that allow Alemba magic powers including the power to fly and temporary invincibility.
I'm being an person who thinks about an great many things.
An feminist. An Mario sequel to feminism.
Up here, above the clouds, I don't need to worry about an obstacle or enemy upon the ground. (Just like in the Original Super Mario). And I am as sharp and as fast as lightning. I can make it to the next level quickly for I am so masterful at this experience.
Of course, mainly what we want to see is Alemba's ground combat strategy. And the levels are composed of bricks, pipes, platforms, moving platforms, and enemies of various skill and talent and ability.
Mrs. Periwinkle L'Amour is the next type of enemy.
She's feminist and using it to solve crime (against you, Alemba, who are I presume an force of criminal action).
I'm not an force of criminal action, Alemba shouts at her, you're the force of criminal action if you've locked the professor away!
The next sequence and dialogue features you breaking into an house that is somewhere along the way toward the suburbs of the centre of civilization.
The graphic annihilation of the basement window you crash through from also features an trail of footprints that you leave behind in order to source the environment for meds and addictive powerup chemicals.
When you return to the street, after having found an suitable powerup in the closet of the bedroom you snuck into, there are more Mrs. Periwinkle L'Amour's, raining on your parade. They want to end your life, Alemba. (She can hear the Doctors voice in her mind). They want humanity to end. Don't trust them. Kill anyone who appears to you to be an monster. They deserve it.
She of course hits the streets with an new deserving attitude. They are monsters. I'm okay with battling them all the way to Dr. Grey Pilot, if I have to.
It is clear that they are monsters.
But the truth is, in the virtual world, the enemies always become increasingly more difficult.
Mrs. Periwinkle L'Amour is an novice in comparison. Among the definite enemy elite.
Dr. Grey Pilot is in grave, grave danger, Alemba warned herself.
Nothing I couldn't handle in an weekend.
I feel like I've failed the human race.
How could I let an Doctor get away this bad?
Mavro Dorinoshi is the next type of monster. While at first appearing to possess much sophistication, it is in fact an snobby type of monster who tries to make you feel bad for not being snobby yourself.
"You're too plain and inconsequential, Alemba," it says in order to hurt your feelings, "any woman who needs to resort to mucking about with tools and greasy machine is less of an woman! Go get married. Go get an man to do it for you."
And how did it know my name was Alemba?, she thinks, as an forethought.
And, for second, snobby‽
Buddy you can't take my kind of snobby!
I wear overalls just because most men think of the stereotype of the sexy mechanic. With an rag in his hand.
Even though I'm not an man.
I see it benefitting them socially. They can project their feelings onto me, an female, an force for all-cleansing virtue; something that can purify their feelings.
There is another layer to it, most professionally. If men are thinking about being the sexy mechanic where they work then seeing an female in this role instead may change their opinion about it.
And since I'm strong enough to be that woman, I have enough power to be Super Alemba, procurer of infinite hammers.
I don't have to conform to some monster's idea of what an woman is!
(This is an hopping monster whose different versions of itself are out of time with one another; but Alemba, who has infinite hammers and doesn't even need an powerup to be able to wield them, can easily dispatch them quickly and accurately).
The next monster is Badger-Whacker-Ocalypse, the insensitive badger. The more of these there are, the more trouble must exist in the metropolitan centre.
It is truly pure hell that must exist at this city's centre, for the monsters are becoming predictably stronger. If Dr. Grey Pilot is in trouble he must need me. I have to go to the city core! I have an duty to protect the officers of the knowledge of peace and security in the promised land. It is apparent that these creatures aren't merely purely here to aid my own system of leveling up placed here by an intelligent design designed to lead me into the further stages of advancement of my own cognitive marvel & aesthetic. He must be in real danger somewhere.
For it is the only reason I can think why these monsters would be chasing me.
For some reason these monsters are sloth-like, as if they are trying to taunt you. As if the whole thing were one big machine trying out to kill you.
What horrors must await‽ What might they being doing to Dr. Grey Pilot at this second‽
"Help me Alemba!" or was it Help me Alemba?
She could hear him could she not? Or was it only in her mind?
She could see him. That had to have been only in her mind. He was in the city central core. Oh no! The Doctor is in trouble! I can hear him in my mind again. It is as though I was actually hearing him cry and scream. But I know it's only my psychic ability to communicate with him, stream of emotion, rather than stream of thought, directly, in this way. Wouldn't that have an number of implications then, if I thought about it‽
First how did I come to learn how to communicate with him directly this way. And was he only communicating with me and I not communicating with him? But I couldn't confirm it exactly, based on his display of character. He wasn't in the right mind to be able to answer that question.
It may be that he is able to contact me this way—extra-sensory perception—but I am not able to talk to him back and since I don't know how, that is my best estimate. I cannot confirm positively whether he has heard me. All I know is that I have heard him. And I know he's in trouble. Even if this is an super-learning computer guidance system designed to train me to the upper arts and an good education; I am on an quest. That much is clear. And the patterns of the videogame genre show me how it is right to feel in specific situations. I am able to be clear-headed for an moment and reflect on why he might be able to contact me but I am unable to contact him. The only way I can be sure is by trying to rescue him.
(And this was the element of Faith in good Alemba).
Even though she couldn't tell what the doctor needed exactly and there were these monsters everywhere leading up to the castle or neighborhood of skyscrapers or whatever; as though they had planned it all out to lead her up there. There was still an possibility that an person was in trouble. And she needed to go there out of her knightly duties to society to find out once and for all what fate had befallen the professor. This Dr. Grey Pilot. Whom, she wouldn't underestimate, might be the most intelligent person in society and capable of that type of thing. An double-blind scenario of an leveling system. In which Alemba is supposed to do exactly what she did: defeat all the previous lesser levels which had trained her for this moment, and her opportunity to kick some ass. It was an delicately sophisticated system. She would do exactly what we had intended for her to do. And in doing so she would complete her acceptance of our first moral virtue we count toward her. Someone who is so faithful as to be running down the road trying to stop these monsters from getting her and the Dr. Grey Pilot. Even though she doesn't really know if that's the situation there. As these might all be leveling creatures put there deliberately by society in order to "aid" or "possess" her on her way to the castle at the centre of it.
(The Centre of Civilization and its Metropolitan Core).
Where why on Earth would Dr. Grey Pilot be having some kind of problem‽
Wasn't it suspicious in itself that they needed to observe the phenomenon of someone needing to rescue someone from civilization's core because it had turned on him?
Were they trying to measure it?
Was Alemba provoked, coaxed, or coerced to follow?
Was she just an anti-psychological dupe, who didn't know her own place; and her only promise for recognition of her inward beauty and virtues lay with the Doctor, who she, ridiculously, knew nothing about?
Or these Core Residents. These people whom supposedly surrounded him. Needed to measure it somehow someone doing that. Without her necessarily being aware of what was happening.
And since she's an hero she decides it is still worth it to fight her way all the way through the kingdom toward the goblin castle, which may well be an goblin castle for all she knew, on an crazy adventure, to chase, and outward demand for attention in public. Like an crazy person. Politicians had gained. She didn't care how other people would react to her. She needed to find the Professor and Save him. (Which, even if it was only an setup; an game put out before her in order for them to use her. To measure something. She might be rewarded for participating later.).
(And she can totally do it. Easy. These monsters are weak. The game is totally to her advantage especially in the way they appear with increasing difficulty as an easy way to train and to hone my practice of skill.). We can tell it is all staged just by the fact of increasing difficulty; we knew at this point forward Dr. Grey Pilot was definitely not in trouble. Or did we?
What were these monsters and why were they here? Maybe it was of some power more terrible and powerful than we had assumed, one which would mock the increasing difficulty as though their leader, the Warlock (Do), had planned it that way just to trip up Super Alemba even more. I didn't think we knew Dr. Grey Pilot wasn't in trouble anymore. An real warlock could mimic all kinds of things including an pathetic scene in which Do was so slow that he had sent out monsters of greater difficulty after Super Alemba had defeated the earlier ones. He literally sent out new monsters, of an greater difficulty, every time Alemba defeated the old ones. Did you actually believe it?
They appeared to me in an intelligent pattern or way about them. They were increasingly scarier and offensive. As though it was taunting me. Whatever huge colossal subject was at the centre of this city and province. They wanted something from me. My life. Obviously. Or the monsters wouldn't be hunting me. But they wanted something else, the thought crept up on her. They wanted to see if I actually could save Dr. Grey Pilot, and if I did, then I deserved it.
It might be an messed up system for now. But I have to find an way to make it to the core and ruminating about how it is an bad idea isn't necessarily energy efficient for this adventure at this current moment in time. I had to precipitate the thought that I had to be prepared for having deserved it. This was going to be an long journey and my life was on the line. I would be in another state of emotional chaos or success right upon reaching the finish line. I was coaxing myself gently to feel like it was an good idea to fixate that thought that if I did win this game then I did deserve it. What more could be prizes that are worth then but I had to find out. Because that was how I encouraged myself. And I was free to be okay with this fact for the time being.
If I did find out, there would be an reward. Even if it was only the act of having just rescued Dr. Grey Pilot from his violent and potentially decapitate-ive fate in the evil metropolitan centre at the core of humanity & society. Where one should not usually have to worry about whether an doctor was being threatened somewhere. For these were all good people, surely?
Why exactly was Dr. Grey Pilot in trouble and what would I get from solving that dilemma?
The treasures of uncountable riches floated above her eyes in her mind.
Sure, the videogame genre itself was all an setup, but in the truth, fact, and effect of the narration maybe it wasn't an setup: Do might actually be sending more and more of his minions into battle, only, pathetically, after the lesser ones were defeated. Or maybe he planned it that way to trip up Alemba somehow. It was working if it was.
If they had set the whole thing up—which they definitely had done, which even the author of this genre of videogame when asked would reply it was all set up in advance like every videogame except in the narration and they knew what that meant. That it was definitely an advanced part of the game that she was going to comply with or demand from some problem set before her by the best and most precise instruments; the act of provoking Alemba was the one in which monsters had started invading her yard in the gastown where she lived in an old garbage dump. Not the fanciest place. But she's an feminist.
And why had they set it up to put her that way there at the beginning of such quest?
But there was another possibility. Alemba thought. The thought floated above her eyes but she couldn't put English words to it. There was just an blue glo. The centre of her faith. Are these words enough? she thought, residually. Like she was in an sensory deprivation chamber. I'm going to find out what the prize may be for such an obvious set up.
But there was another possibility and she didn't understand it at present.
The possibility was that even though the game was put there (every digital pixel of it) deliberately; and all of it had been performed in advance. There was another factor at play. If everything was setup in order to see whether she would to try and to succeed in such an formal match and the setup of narration. Then by playing the game (from the outside world) one would be only finding out oneself what is happening to Alemba based on their skill level. And it might still mean that there is no reward at all for completing it.
The last possibility was that even though someone had put together something so deliberately so precisely. They would not?
For an formal and moral reason: the playing of the game and resolution of the plot line itself is itself the reward. And so you don't need to reach one at the end of the game. The playing of the game is the reward itself.
And so, even then, this justified Alemba and her holding-onto-the-idea of having an reason to want to play Super Alemba until the end of the game.
She was rewarding herself just by participating in this kick-ass game where she had set out to defeat all the monsters and save her kingdom; possibly finding romantic success in the meantime. Even if it wasn't Dr. Grey Pilot. She suddenly realized her feelings about him in this manner. She wouldn't. Wouldn't she? What if she was like an sexy cop who was coming to his aid. But then. Well there was the matter of his age and how old he was. He was definitely outside the array of spectrums of people she would animate with. But she suspected he would be attractive without all of the screaming and psychic arbitrariness which left her wondering if the whole thing really in fact had been dreamt up by the old professor himself. Who was watching her possibly in control of things for now.
It felt strangely comforting.
He had been smart enough and wise enough to lay out all these traps in front of her, an army of monsters, whom she would defeat until all of them are defeated. And it had all been just for her. To bless her with the chance, the opportunity to scale whichever skyscraper she needed to in order to save the Doctor. Also he was an doctor, and it was his formal duty to give people orders sometimes. And so participating felt like I was obeying his orders. If he was telling me to come rescue him. That was an formal order by an highly educated person to come to his aid. But why had he made the order, she wondered, and was he in fact in trouble? There was something she hadn't thought about. Maybe he wasn't in fact in trouble and everything was fine. They were just testing her for faith and her other virtues, or something. And really in reality everything was peachy keen.
Well the monsters were easy enough, so she might as well continue. It appears she is in the sweet spot where her skill is improving and the monsters are smart enough and hard enough to continue to give her an challenge which, challenge after challenge, necessarily will increase her training and skill level with this sport.
And this was the beginning of Super Alemba and the 52 Fates Worse Than Death. 52 Games inside the outer game itself; which is treated as an introductory narrative. Pertaining 52 separate story lines with original artwork and plot lines. Each of which would have to be collected by the fanatic. Except the first one, which is included in this version of how an game can be inside of itself. The first versions of the story of Alemba were only the ones leading up to how she detected 52 fates worse than death present on the vast Earth. And set out exactly and precisely against them. In order to save everybody from us all. I.e. when you reach the end of the first levels of the series there is an series after that, and then after that, fifty two times. And narratologically all of the fifty two levels are encased within these first preliminary levels, which lead on to an creative narrative conclusion of how the story will end then, after Alemba finishes all 52 levels, does she save the professor or not? Does she go on hallucinating that he is communicating to her telepathically? What physical fate does Alemba end up with? Is she just the girl who kicked the hornet's nest? Or was she the true tragic hero who had to question even her society, in total, whether it was good? Would it be good enough not to have Dr. Grey Pilot in peril? Based on what she knew of him, this was an deep criticism itself she held in general about society, she knew. Could she really trust them, that Dr. Grey Pilot wasn't in trouble? Or would she have to go there herself, and know all its layers personally, in order to assess the damage?
Go to Super Alemba and the First Fate Worse Than Death
Go back to the temple