[Image: “Mysterious upswelling of Opp street above curb, Wilmington (1946),” courtesy USC Libraries].
In 1946, a “mysterious upswelling” occurred in a street in the neighborhood of Wilmington, California, near Long Beach. The photograph above, courtesy of the USC Libraries, pictures a young boy who went outside to measure it.
As part of an irregular series of short posts for KCET’s Lost L.A.—about things like Los Angeles partially illuminated by the light of an atomic bomb—I wrote a quick piece, inspired both by the photo itself and by its caption. “Surprising uprising,” it begins. “George Applegate measures mysterious swelling of Opp Street in Wilmington. Residents were shocked yesterday morning to discover they were living in ‘hill country.’ Street is seven inches above the curbing. Officials are investigating.”
Although I don’t mention this in the KCET post, I was instantly reminded of terrain deformation grenades and the instant, pop-up landforms of an old LucasArts game called Fracture. There, specialized weapons are put to use, tactically reshaping the earth’s surface, resulting in “mysterious upswellings” such as these.
“There could be hills anywhere in Los Angeles, we might infer from this, lying in wait beneath our streets and sidewalks, prepping themselves for imminent exposure,” I write over at KCET. “A street today is a mountain tomorrow.”
(Also related: The previous post, Inland Sea).
Something I mentioned the other day in my talk at the Australian National Architecture Conference – and that came up again in Peter Wilson‘s conference summary – was the game Fracture by LucasArts.
Specifically, I referred to that game’s “terrain deformation grenades” (actually, ER23-N Tectonic Grenades).
[Image: A screenshot from Fracture, courtesy of LucasArts].
The game’s own definition of terrain deformation is that it is a “warfare technology” through which “soldiers utilize specialized weaponry to reshape earth to their own strategic advantage.” In an interview with GameZone, David Perkinson, a producer from LucasArts, explains that any player “will be able to use a tectonic grenade to raise the ground and create a hill.”
He will also be able to then lower that same hill by using a subsonic grenade. From there, he could choose to throw another tectonic to rebuild that hill, or add on another subsonic to create a crater in the ground. The possibilities are, quite literally, limitless for the ways in which players can change the terrain.
Other of the game’s terrestrial weapons include a “subterranean torpedo.”
In any case, if you were at the conference and want to know more about either the game or its implications for landscape design, I thought I’d post a quick link back to the original post in which I first wrote about this: Tactical Landscaping and Terrain Deformation.
While we’re on the subject, though, it’d be interesting if terrain deformation weaponry not only was real, but if it could be demilitarized… and purchased at REI.
You load up your backpack with tectonic grenades, head off to hike the Appalachian Trail – and whenever the path gets boring, you just toss a few bombs ahead and create instant slopes and hillsides. An artificial Peak District is generated in northern England by a group of well-armed hikers from Manchester.
In other words, what recreational uses might terrain deformation also have – and need these sorts of speculative tools only be treated as weaponry?
If Capability Brown had had a box of Tectonic Grenades, for instance, England today might look like quite different…