BICYCLETRON

Leo Peschta, Gordan Savicic
2006

Bicycletron has the right to children. Simple
ignore the fact that we´re quoting one of our
deeply adored childhood films and games
from the 80´s by switching to real players out
from the computer straight to a given matrix
of game space. Physical power is the object
of desire. Pedal hin Pedal her recreates virtual
space to haptic strips of precarious architecture;
yearning for your femur muscles. The
question “In how far do innovations of “real”
architecture influence game architecture, and
vice versa?” will be empirical investigated by a
serious<>fun approach.

The original game TRON consisted of 4
sub-games, the only one of concern is the
‘Light Cycles’ one, in which the player uses
a left/right joystick to control a ‘Light Cycle’
which leaves a wall behind it wherever the
cycle it goes, turning only at 90 degree angles.
The stripes, the equivalent to the walls, as
well as the light cycles represented by our very
own DrahtEseln, can only turn at 90 degrees
due to our game matrix in RL consisting of
hundreds of poles which are put into soil. The
yellow/black (player#1) and red/white stripes
(player#2) will be then wrapped around when

passed. The AI as opponent to the protagonist
is substitued by the ominous Player#2,
even more highly advanced and more unpredictable
than nowadays algorithms promise.
The 3d-environment which is currently
transcribed in the game ARMAGETRON is
reinvented by our most experienced render
engine – the REAL life.
Acknowledge deeper understanding in
RealPlayer´s Topic, Alfred Jarry´s devotion
to bikes and Monowheels in Ludic
Society Magazine which covers “Real Player
– Ludique Enthousiastes” as well as the phenomenon
of new bachelor machines. Indeed,
their research enters pata-science fiction for
adults!