Mr. Punch, aesthetics mechanics of the game.

Mr. Punch

The form of the game, especially the consolidated arcade, and its communication patterns of the various stages that make up (start, end level, increase the score, start new level, end game) are a simple but recognizable language in its own right. In a typical artistic technique (re-read a phenomenon with a new language) the group Fur in Cologne has achieved in his latest work a game completely mechanical, aesthetically similar to the ones that fascinated the wealthy kids in the thirties (the so-called 'automata'), and then were carried out in droves over the next two decades, but riproducendovi the concepts that half a century later founded the playful interaction electronics. The aforementioned stages of the game are followed to the letter, in fact, that the two players direct interaction through two-dimensional and forks levers that drive the punches having exchanged by the characters of tin in front of them. Mr. Punch , therefore, represents a transposition of what has been unconsciously absorbed semiotics as a sequence of electronic games in a plausible scenario but irreversibly antecendente. Fur I have experienced numerous and eclectic works (including SoundSlam , PainStation , LegShocker and Furninja , Furminator and Ohrwurmbeschleuniger ) that revolve around a reinterpretation of playful elements transported from the customs of the screen to the stark reality. And if the technical excellence of quest'artefatto reminds works as Pongmechanik , here the stylistic door to confront the pure aesthetics of videogames, relating to the game itself in this historic backward flight.