Arcade: Tide Rhythm Machine

June 2022
/Pre-Diploma/Prototyping

Project description

Arcade is a project about the development of the "Tide Rhythm Machine", an educational game machine designed to illustrate the differences between analog and digital computing, while promoting collaborative play.

Tide predicting machine, by Sir William Thomson in 1876.
Tide predicting machine, by Sir William Thomson in 1876.
© William M. Connolley
Scan made by uploader from copy of Thomson's design sketch for the third tide-predicting machine, 1879-81, as published in Proceedings of the Institution of Civil Engineers, vol.65, 1881
William Thomson's design sketch for the third tide-predicting machine.

It's design pays homage to William Thomson's 'Tide Prediction Machine', a notable analog computer used for forecasting tides in coastal areas.

In this cooperative rhythm game, players will experience both analog and digital computations side by side, aimed to illustrate the characteristics of both while working together to achieve a high score.


Analog vs Digital

But what are the difference between analog and digital computing?

Analog

  • Continuous
  • Quantities of interest are represented by physical parameters
  • Energy efficient
  • Single purpose
  • Non-repeatable
  • Inexact (~ 1% error rate)

Digital

  • Discrete
  • Quantities of interest are represented by symbols
  • Relatively energy inefficient
  • Universal
  • Repeatable
  • Exact

Gameplay

The game is based on a co-pp rhythm game mechanic with the goal to reach a high score. It goes faster the longer you survive.

The Digital Player, has to hit notes falling down at the right timing. If they miss, they lose a Health Point. If all Health Points are lost, the game ends.

The Analog Player, has to catch the falling Pinballs, in order to reduce the speed -> making it easier to predict the notes for the other player.

Components

Analog Computer
Analog Computer

Analog Computer

This is main piece of the machine, the analog computer. 4 crank shafts are drawing a curve e.g tides that can than be translated into movement and speed for the game.

Callibration Tool

In order to callibrate the computer, I've coded a tool in 'Processing' to calculate the movement the machine will make according to how it is adjusted.

Callibration Tool
Callibration Tool
Gearbox
Tide Shift Gearbox

Gearbox

The gearbox then translates the calculations from the analog computer into one axis.

Pinball Distributer

Pinballs are then evenly split to the 4 lanes and let go in tact of the rythm game. The lanes are swaying according to the 'tides' predicted by the analog computer.

Pinball Distributer
Pinball Distributer
Pinball Catcher
Pinball Catcher

Pinball Catcher

The pinballs have to be caught by the Analog player with the catcher.

Pinball Lift

Pinballs are than lifted back up to the distributer, completing the cycle.

Pinball Lift
Pinball Lift
Digital Computer
Digital Computer

Digital Computer

On the other side, the digital computer runs the digital counter part, registering the points gained during the play.

Digital Gameplay

Points are gained by pressing the buttons at the right frame.

Digital Game
Digital Game

3D Visualization

Gallery

Special Thanks:

Department of Design Investigations

Exhibited at:

Angewandte Festival, 2022 (AT)