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       GAMES
     
     
    Game Strategy Lectures (by D Stephens, TROM)  > http://tromology.wordpress.com/the-game-strategy-lectures
     
     
     
       'Suprise, suprise !!!'
     
    'Suprise Game' goals package:
     
    To Suprise (to know, to not know),  To Not Surprise (to know, to not know)
    To Be Surprised (to know, to not know),  To Not Be Surprised (to know, to not know)

    http://http://www.strategyinformer.com/
     
     
    GAMES TONE SCALE

    There may be an earlier series of implant universes that are similar to the penalty universes Ths earlier set uses a body type that seem to be "cloud forms" rather than physical bodies The goals are something like "Eternalize" and "To Individuate" There are number of possibilities mentioned in the penalty universe master list (especially the goal "To Grow" which has a cloud style GE (Genetic Entity - admin) body and a non-standart pattern of of items) The penalty universes follow the tone scale in their pattern of of decaying items, and I believe that they are the source of the tone scale as we know it This tone scale is a pattern of decay, beginning from a high point and sliding downwards By its very nature it assumes the prior existence of things which can decay

    The earlier series has a different scale I have put it together as best I can, based primarily on a) running the goal "To Grow", b) meter assessment, c) deductive logic based on observation I cannot guarantee that it is correct The main characteristics of this scale is that it builds up before it sinks This type of pattern, rather than a pure decay, would be truly necessary in truly early implants that could not assume the prior existence of a complex environment

    If there are earlier and more basic versions of the penalty universes, then this also might not be the earliest It does not start from total nothingness It sems to assume that there are other beings and there is already the possibility of a game, and it seems that one's desire to for games was used as the hook that suckered you into the implant Therefore I will call this the games tone scale Note that the penalty universes and the ordinary tone scale use aesthetics and action as the hook which keeps you attached to to the incident That is far lower than a desire for games, but it hints that there might be more basic things that drive off of a desire for creation (which is senior to games)

    The scale is as follows:

    - Anticipation
    - Curiosity
    - Interest
    - Desire
    - Fascination
    - Excitement
    - Experience
    - Enjoyment
    - Achievement
    - Expansion
    - Overextension
    - Overcomplexity
    - Confusion
    - Gone on too long (over-run, tired)

    - Must continue
    - Enforcement
    - Solidity (mass)
    - Inhibit
    - Can't stop
    - Struggle
    - Protection
    - Failed protect
    - Punish
    - Own
    - Desperation
    - Dispersal
    - Failure
    - Overwhelm
    - Blame
    - Shame
    - Regret
    - Unreality
    - Waste
    - Substitute
    - Degradation
    - Disinterest
    - Abandonment
    - Failed to leave
    - Protest
    - Frantic
    - Unknownness
    - Unknowing fixidity

    In other words, the implant universe "To Grow" had the item "To Grow is To Anticipate" up near the top and the item "To Grow is To Be Fixated" down near the bottom And goals like "To Energize", "To Eternalize", and "To Individuate" all react strongly on these items
    This whole area is very much in need of further research

    To Eternalize is to Anticipate
    To Eternalize is to be Curious
    To Eternalize is to be Interested
    To Eternalize is to Desire
    To Eternalize is to be Fascinated
    ... To Eternalize is to be Excited
    To Eternalize is to Experience
    To Eternalize is to Enjoy
    To Eternalize is to Achieve
    To Eternalize is to Expand
    To Eternalize is to Overextend
    To Eternalize is to be Overcomplex
    To Eternalize is to be Confused
    To Eternalize is to be Gone on for too long (over-run, tired)
    To Eternalize is to Must Continue
    To Eternalize is to Enforce
    To Eternalize is to Solidify (mass)
    To Eternalize is to Inhibit
    To Eternalize is Can't Stop
    To Eternalize is to Struggle
    To Eternalize is to Protect
    To Eternalize is to Fail to Protect
    To Eternalize is to Punish
    To Eternalize is to Own
    To Eternalize is to be Desperate
    To Eternalize is to be Dispersed
    To Eternalize is to Fail
    To Eternalize is to Overwhelm
    To Eternalize is to Blame
    To Eternalize is to be Ashamed
    To Eternalize is to Regret
    To Eternalize is to be Unreal
    To Eternalize is to Waste
    To Eternalize is to Substitute
    To Eternalize is to Degrade
    To Eternalize is to be Disinterested
    To Eternalize is to Abandon
    To Eternalize is to Fail to Leave
    To Eternalize is to Protest
    To Eternalize is to be Frantic
    To Eternalize is to be Unknowing
    To Eternalize is Unknowing Fixidity

    To Eternalize is native state - To Eternalize is to be static - To Eternalize is the urge for somethingness - the basic urge is To Eternalize - before the beginning, now and forever, is the urge and the urge is to Eternalize - To Eternalize is the basis of all urges - To Eternalize is to need relief - the basic relief will come from Eternalizing - To Eternalize is the basis of all relief - To Eter...nalize is original reason why - the basic reason is to Eternalize - To Eternalize is the basis of all reasons why - To Eternalize is to act - the basic action is To Eternalize - To Eternalize is the basis of all actions - To Eternalize is to decide - the basic decision is To Eternalize - To Eternalize is the basis of all decisions - in the beginning, now and forever, is the decision and the decision is To Eternalize - the original decision is To Eternalize - etc

     
     
    GAMES CONCEPTS (example)


    Before the actual beginning of the mest quanta game, about 25 quadrillion years ago, there was something one might term the "conseptualizing game" Theta quanta didn't play a role yet One flashed concepts at each other, or rather, one was these concepts It felt like sitting in a hot-air baloon and floating through an electric storm - blackness above, blackness below, blackness all around, no orientation points, no shapes, no forms, but an incessant fireworks of lightig's flashing from all corners at once A game of concepts, of what one could Be and Do and Have without anyone actually becoming serious about it and making it "real" This is what Xenu did by introducing theta quanta He made it have consequence; he made it real

    A postulate, a concept, a thought - they are by nature unlimited in space They do not contain energy, matter or time They come as fast as they go And so, at the time we speak about, nothing lasted - but still, there were agreements and disagreements about concepts, there were concepts originators and concept followers In a word, there were "thought vectors" - thoughts going in certain directions

    When Xenu originated and demonstrated his theta quanta concept, others voiced their opinions and comments This way thought vectors were established One was - "Those that aren't as skilled in this game as others should have the opportunity to be taught Let it be a fair game!" Another - "Whatever you do with your quanta, whatever you create - just make sure it's aesthetic!" Elron's was - "Above all, keep order!" And that of Yatrus - "See how far you can go with it"

    Yatrus postulate seems innocent enough, but it's in fact so cunning that one might argue that Xenu's game was actually run by Yatrus and not by Xenu himself To start with, "see how far yu can go with it" contains the idea of unchecked expansion, of everybody expanding uncoordinatedly and eventually against each other, unlimited egoism and utter irresponsibility are implied "Well, I just wanted to see how far I could go with it and as nobody stopped me ..." - you see? No own responsibility Egoism unlimited

    The most tricky of this is the following - the more someone takes a game to its limits and perhaps perverts it, the more someone strains a relationship and humiliates his partner, in a word, the more someone puts his own ideas in action without considering the effect it may have on others - the more he fulfills the postulate of Yatrus Believing in doing his own thing he actually does his thing - his own ideas are modified by Yatru's game concept Xenu himself fell for that, with his unlimited and uncoordinated production, solidification and implanting of theta quanta - let's see how far we can go with it Hubbard (Elron) too, by the way! Witness how he went over the top in running his church

    Any game, if played on the basis of that particular postulate, is really Yatru's game And so the whole MEST creation game went out of hand Before the MEST game, in the "beingness game", one blended in, one undulated between static and beingness, one wasn't "important" - and now; the more ego, the better See how far you can go with it End of undulation"

    Elkin, excerpt from "The Pied Pipers Of Heaven"


     
    Airl ("Domain" 5th invader force from Magix Disc-Plate of Universe Machines) about "immortality"

    "Immortal Spiritual Beings", which I refer to as "IS-BEs", for the sake of convenience, are the source and creators of illusions Each one, individually and collectively, in their original, unfettered state of being, are an eternal, all-powerful, all-knowing entity IS-BEs create space by imagining a location The intervening distance between themselves and the imagined location is what we call space An IS-BE can perceive the space and objects created by other IS-BEs IS-BEs are not physical universe entities They are a source of energy and illusion IS-BEs are not located in space or time, but can create space, place particles in space, create energy and shape particles into various forms, cause the motion of forms, and animate forms Any form that is animated by an IS-BE is called life An IS-BE can decide to agree that they are located in space or time, and that they, themselves, are an object, or any other manner of illusion created by themselves or another or other IS-BEs The disadvantage of creating of illusion is that an illusion must be continually created If not continually created, it disappears Continual creation of an illusion requires incessant attention to every detail of the illusion in order to sustain it A common denominator of IS-BEs seems to be the desire to avoid boredom
     
    A spirit only, without interaction with other IS-BEs, and the unpredictable motion, drama, and unanticipated intentions and illusions being created by other IS-BEs, is easily bored What if you could imagine anything, perceive everything, and cause anything to happen, at will? What if you couldn't do anything else? What if you always knew the outcome of every game and the answer to every question? Would you get bored? The entire back time track of IS-BEs is immeasurable, nearly infinite in terms of physical universe time There is no measurable "beginning" or an "end" for an IS-BE They simply exist in an everlasting now Another common denominator of IS-BEs is that admiration of one's own illusions by others is very desirable If the desired admiration is not forthcoming, the IS-BE will keep creating the illusion in an attempt to get admiration One could say that the entire physical universe is made of unadmired illusions The origins of this universe began when with the creation of individual, illusionary spaces These were the "home" of the IS-BE Sometimes a universe is collaborative creation of illusions by two or more IS-BEs A proliferation of IS-BEs, and the universes they create, sometimes collide or become comingled or merge to an extent that many IS-BEs in the co-creation of a universe IS-BEs diminish their ability in order to have a game to play IS-BEs think that any game is better than no game They will endure pain, suffering, stupidity, privation, and all manner of unnecessary and undesirable conditions, just to play the game Pretending, that one does not know all, see all and cause all, is a way to create conditions necessary for playing the game: unknowns, freedoms, barriers and/or opponents and goals Ultimately, playing a game solves the problem of boredom In this fashion, all of the space, galaxies, suns, planets and physical phenomena of this universe, including life forms, places, and events that have been created by IS-BEs and sustained by mutual agreements that these things exists There are as many universes as there are IS-BEs to imagine, build and perceive them, each existing concurrently within its own continuum
     
    Each universe is created using its own, unique set of rules, as imagined, altered, preserved or destroyed by one or more IS-BEs who created it Time, energy, objects and space, as defined in terms of the physical universe, may or may not exist in other universes The Domain exists in such a universe, as well as in the physical universe One of the rules in the physical universe is that the energy can be created, but not destroyed So, the universe will keep expanding as long as IS-BEs keep adding more new energy into it It is nearly infinite It is like an automobile assembly line that never stops running and none of the cars are ever destroyed Every IS-BE is basically good Therefore, an IS-BE does not enjoy doing things to other IS-BEs which they themselves do not want to experience For an IS-BE there is no inherent standart for what is good or bad, right or wrong, ugly or beautiful These ideas are all based on the opinion of each individual IS-BE The closest concept that human beings have to describe an IS-BE is as a god: all-knowing, all-powerful, infinite So, how does god stop being a god? They pretend NOT to know How can you play a game of "hide and seek" when you always know where the other person is hiding? You pretend NOT to know where the other players are hiding, so you can go off to "seek" them This is how games are created You have forgotten that you are just "pretending" In so doing, IS-BEs became entrapped and enslaved inside a maze of their own devising How does one create a cage, lock one's own self inside the cage, throw away the key, and forget there is a key and a cage, and forget there is an "inside" and "outside", and even forget there is a a self? Create the illusion On Earth, the propaganda taught and agreed upon is that the gods are responsible, and that the human beings are not responsible You are taught that only a god can create universes So, reponsibility for every action is assigned to another IS-BE or god Never oneself No human being ever assumes personal responsibility for the fact that they, themselves - individually and collectively - are gods This fact alone is the source of entrapment for every IS-BE
     
     
    OT 34 - 35

    Relative Importances
    By Bill Robertson

    Before the beginning of the Ring Archives, in the "Source without Comparison" state or Super Static State, a lot of Super Important Telepathic Agreements were made which produced the very essence of Games, Rings, Existence, and Conditions. They were all done by "Responsibility" taking as "TRUTH" mis-powered data. (MP = mispowered = the top triangle harmonic of a "misunderstood." This is because ARC = U and thus "Mis-U's." So KRC = P, thus "Mis-P's.")
    ________________

    These "Super Importances" were the very essence of creating potential for KRC, ARC, Games, Rings, Existence and Conditions.
    ________________

    They all had one point in common. They each made a truly less important datum into a relatively more important datum. Thus Super Static State could be "departed from" and the Ring Archives Games played - or any other Games for that matter.
    ________________

    Some of these Altered Importances "Agreed and Responsibility held" are:

    "Game" is more important than "Same"

    or Game State > Same State.
    ________________

    "Win" is more important than "Then."

    or Win State > Then State
    ________________

    "Play" is more important than "Stay"
    or Play State > Stay State

    "Goal" is more important than "Soul"

    or Goal State > Soul State (Q)

    "Create" is more important than "Rate"

    or Create State > Rate State (Rate = Evaluate)
    ________________

    "Be" is more important than "See"

    or Be State > See State
    ________________

    "Achieve" is more important than "Perceive"

    or Achieve State > Perceive State
    ________________

    These 7 are the basic Pre - Existence - Mis-Evaluations of Importance or Mis-Powered Datums (sic). (There are others on lower harmonics derived from these).
    ________________

    By agreeing to these, the Super Static State was departed from & The Ring Archives Games began.

    Thus the Super Static State has the Quality & Viability factors of:

    SAME
    THEN
    STAY
    SOUL (Q)
    RATE (EVALUATE)
    SEE
    PERCEIVE

    And a departure Game State has the Quantity factors of:

    GAME
    WIN
    PLAY
    GOAL
    CREATE
    BE
    ACHIEVE

    These are SOURCE Evaluations of Relative Importance as the necessary pre-requisites for EXISTENCE and CONDITIONS.
     
     
    OT 34 - 35

    The 7 Altered Importances that were the basis of all that Ensued in the Ring Archives were (are) a LOGIC "variation" or "de-tuning" of SOURCE.
    ______________

    What are the inherent PRE-LOGICS of Source?
    ______________

    1) There is a gradient scale of importances.

    2.) Unconnected, Disconnected, and Connected Source States are possible. (Hold, Withdraw and Reach are the associated actions).

    3.) Postulates cause possibilities and alignment of them.

    4.) Determinism chooses Postulates, States, and Importances.

    5.) Comparison regulates Determinism.

    6.) Comparison is the perception of identities, similarities, and differences.

    7.) The basic comparison is s 1 with s 2 (Own Static State with All Other's
    Static State)

    8.) The pre-basic concept is "Static without comparison" reaching or being reached by another "Static without Comparison."

    9.) It is as difficult to "explain" one source as it is to explain multi or more than one sources. Just assuming "they all came from one" does not explain the "one" or do anything but try to reduce the confusion of the question or throw away responsibility for answering it.

    10.) The Question can be then framed: "Who and Why are all these Statics without comparison?"

    11.) Without them, there would be nothing - not even these questions. With them, there is everything, including these questions.

    12.) The initial "reach" by a "Static without comparison" was with a perception.

    13.) A perception can be telepathic, permeative, penetrative or cognitive.

    14.) The initial "being reached" of a "Static without comparison" was by a reception.

    15.) A reception can be telepathic, assimilative, piercing, or reflective.

    16.) A perception plus a reception is a conception.

    P + R = C

    17.) A conception can be communication, reality, affinity or understanding.

    18.) The first conception was cognitive + reflective and gave the 1st Understanding.

    The Cognitive Perception was:

    AWARENESS of SELF BEING AWARE or PERCEPTION of OWN
    AWARENESS.

    The Reflective Reception was:

    AWARENESS of OTHERS BEING AWARE OR RECEPTION of OTHER'S AWARENESS. (sic)

    19.) The first Understanding therefore was (P + R = C); an Understanding
    Conception of COMPARISON of SELF to OTHERS.

    20.) Thus all else follows. The "Statics without Comparison" are the WHO's & WHY's for all else. And the "How" is answered by this also.

    21.) The final PRE-LOGIC or prime PRE-LOGIC is:

    THE CERTAINTY OF
    INCOMPARABILITY
    OF STATIC
    IS THE
    HIGHEST
    CERTAINTY
    ONE CAN REACH
    FROM, WITHDRAW TO,
    OR HOLD WITH - or
    CONNECT TO, DISCONNECT
    FROM, OR UNCONNECT
    WITH TO PRODUCE ALL ELSE.
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