I didn’t believe in evolution once. There were a few reasons why, but one of them was that there didn’t seem to be enough transitional fossils. I’d heard various biologists and paleontologists say the same thing: the chain had missing links.
Now I realise that evolution, on a long enough timescale, often stops looking like a gradual slope, and starts looking like a series of steps.
Evolution often work in fits and jerks. There’s periods of rapid change (when there’s strong selective pressure), coupled with long pit stops where not much happens (the pressure relaxes). This conceit is found in several theories. Ernst Mayr’s “genetic revolutions.” Stephen Gould’s “punctuated equilibrium”.
Sometimes, this is dictated by outside pressures – climate change, or the introduction of a new competitor. Sometimes it’s dictated by the form itself. As WD Hamilton pointed out, you’d expect a complete flying creature to be more successful than a semi-evolved creature with half-grown wings. Once selection starts working, the creature rapidly moves through morphological space until it reaches the new optimum.
The fossil record can be likened to a ship traversing an ocean, while a satellite in space takes a photograph of it every day. Imagine the voyage takes 10 days – would you expect the 10 photos of the ship to be at perfect 10% intervals along the journey? Not hardly. There might be doldrums. There might have a strong tailwind. It might have to carefully navigate around some rocks. But this isn’t disproof of the mechanism of sail, and it’s not proof that the ship is magically teleporting from place to place. Evolution isn’t just a question of “where are we going”, it’s a question of “how quickly will we get there?”
This sort of adaptationist thinking isn’t trendy, but even an evolution driven by drift isn’t going to operate at a constant rate throughout history. The generation of mutations is modulated by a host of environmental factors (radiation, UV light), and their spread is capped by social factors. Maybe all kinds of interesting mutations developed in the humans living the New World. So what? Until 1948, none of that affected the gene pool of the humans living in Europe at all. There was a big natural barrier in the way: the Atlantic ocean.
Another thing: does something looking superficially unchanged mean it’s not evolving? The horseshoe crabs are a famous example of “living fossils”, nearly unchanged after hundreds of millions of years. But it seems they did actually change a little bit – fossilized horseshoe crabs have legs that split into two ends, while the modern kind have no split. (Perhaps there’s better examples of living fossils. Cladoselache is a Devonian fish that looks very much like a modern shark. Trigonotarbida is 400mYa old yet easily recognisable as a spider – some fossils even have spinerettes.)
I guess you always want more fossils. But when I die, the fossil record will likely keep no record of me, so who am I do to deny transitional fossils a hypothetical existence?
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As the 90s increased in integers, you began to hear about “shareware”: a new game distribution model enabled by the internet.
Instead of purchasing a $60.00 box of air and praying the game was as good as it looked in Nintendo Power, you actually got to play the fucker before you bought it. Imagine that. Next thing, you were up all night, watching DOOM1_1.zip dribble down your dad’s 2400 baud modem.
For me, the best part of any gaming industry shakeup (whether it’s the internet, the dedicated graphics card, the CD drive, or just shifting tastes of game-buyers) is playing all the weird crap that is momentarily allowed to market. Apogee was emboldened by shareware to release a lot of odd titles – you got the sense that they were experimenting, seeing what would stick – and although Hocus Pocus isn’t that weird, it’s still not something that would otherwise get a big-boy distribution push.
Like many Apogee titles, it was a new IP created by an outsider (Mike Voss) who had little prior history in the gaming industry. Hocus Pocus is a side-scrolling platform game about a wizard who collects crystal balls. The gameplay is similar to a previous Voss game called Clyde’s Adventure, although Clyde has 16-color EGA and Hocus has 256-color VGA. You flip switches, ride elevators, fight enemies, and dodge intellectual property suits from Sega and Nintendo. The graphics are colorful, glossy and shiny, like someone sprayed the whole game with WD-40. The monsters and environments are visually creative.
Animation is a mixed bag. Some enemies have fluid movement, but your main character is a department store mannequin. Certain characters (like the wizard Terexin) have no animation cycles at all. Ditto for the audio in general. The music is half good, half unlistenable. The PEW PEW PEW of Hocus firing his magic spell drove me to muting my audio.
I played the shareware version of this quite a bit when I was five. I could still probably draw a map of the first nine levels from memory. When I revisit Hocus Pocus now, I like it less. It’s playable but there’s not much too it.
Various things grate at me. The game has basically three enemies with different graphics. The gameplay never varies. There’s the sense that you’re playing the same level over and over. Switch combination puzzles suck. The “jokes” sprinkled throughout aren’t very funny. Any serious platformer from 1994 stomps Hocus Pocus from the top rope – games like Jazz Jackrabbit, Earthworm Jim, Megaman 6, Donkey Kong Country…
I never bothered with the full version. Shareware had a dark side – usually the paid version was just the free version + some more levels + maybe a new weapon or something. Very few Apogee titles were worth getting in full (Raptor being a notable exception); in some ways, Apogee made arcade games for the PC. Remember how Mortal Kombat would always leave you wanting more at the arcades but as soon as you got it for a home console you’d be sick of it in five minutes. Same story here. Some games are best left at small doses.
As far as I know it works on Dosbox if you play without audio (no great loss). As was their policy, Apogee magnanimously allowed developers to retain the copyright on their IPs, and so Voss theoretically could have started a Hocus Pocus burger chain or something. He didn’t.
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Music is a form of art, and although there are many ways to define art, one definition is “intentional specialness”. We live in a universe ruled by randomness and chaos, and things that aren’t chaotic (meaning they have elements of planning, intention, predictability, uniqueness, etc underpinning them) register in our minds as interesting.
Put another way: the universe is a random series of numbers (1, 4, 2, 7, 9, 3, 6, 4, 1, 2) while art is a non-random series (1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4).
Art is a man-made island of reason in an ocean of stochastic chaos. Even works of art that seem chaotic (like a Jackson Pollock painting) have “intentionality” behind them. Pollock wants his paintings to look that way. It’s not an accident.
Listen to the sounds around you. Bird chirps. The humming of an air conditioner. A passing car. All of it’s just a boring canvas of random noise. But then, consider music: a series of frequencies carefully arranged in time by a composer. A steady beat. A steady rhythm. An E superimposed over a C# to create a sad minor third. A submediant (VI) resolving back to the tonic (I). All of it planned, all of it deliberate.
The power of music isn’t that it sounds pleasant (noise rock, death metal, etc). It’s that it’s special!
So why does music sound empty to you?
Assuming your brain is neurologically undamaged, my guess is that you’ve listened to so much of it that the “specialness” has gone away. That it’s been a part of your life for so long that your brain has totally habituated to it and you no longer perceive it as distinct or different to the rest of the background noise in the world.
William S Burroughs said that the new addicts shoot smack to feel good, while old addicts shoot smack to feel normal. And eventually you stop feeling anything at all.
We rely on specialness to give our lives meaning, but it’s short lived and easily destroyed. The first act of sexual intercourse on a movie screen was a transgressive, outrageous statement. The 2,436,734th act of sexual intercourse was just lazy button-pushing.
But people still keep trying. Much of our lives are spent shuffling around in the dark, trying to recapture the ghost of specialness that was exorcised long ago.
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