The cube, an orthogonal parallelepipedic prism of six equal sides, is inextricably linked, from the time of the very first civilizations, to open, inhabitable spaces. For such a simple, sparse and symmetrical shape to achieve any sort of expressiveness there must be some irregularity involved or some relationship with its surroundings.
This cube game deals exclusively with the relationship between cubes that are identical to each other, each cube thus making use of a language inherent to itself and to its own properties as contemplated by the human eye. The game puts us in touch with an array of primordial, poetic sensations and feelings: precariousness, instability, rigidity, risk, audaciousness, solidity, levity, surprise, tension, fragility, reason, strength, functionality, rhythm, emptiness, fullness, strangeness, harmony, spontaneity, rigorousness, skill, complexity….
These are just some of the great many elements of the architectural poetics that arise in the final mixture, which is, of course, unquantifiable as well as undescribable; no words could possibly take the place of the lyricism of the final result.
In the words of Swiss writer Robert Walser, “All work well done, even the most trivial, requires poetic inspiration”. We present this cube game with the idea that it may serve to reveal in players the kinds of reactions that take place when observing and discovering unexpected sensations. These feelings, which often appear in a somewhat blurry form at first, may cause us to reevaluate ous sense of humor, our analytical abilities or our openness to – or rejection of – these novel feelings themselves.
The game consists of joining the cubes tangentially by the use of one of their edges, thus liberating the figures from the more predictable, mechanical logic of the supporting function. We feel that this gives a sensation of irreality that enhances the experience.
The game of the arches could also be called the game of strokes. Each piece is a line that can make drawings in the air, i.e. three-dimensional drawings. Drawing lines in the air and marveling at the forms that are created, pushing the boundaries of balance, interpreting the unexpected abstract and figurative forms that emerge... this is what the game consists of.
Nirvana is a game. In this game, it is possible to experience how the force of gravity participates in balance. It allows us to observe surprising compositions by playing with the disparate relationships between weight/volume and weight/position.
We do not realize that in our body the same physical laws are taking place.
We suggest you to experiment with any alternative object to the spinning top as a counterweight to the arch. We provide some suggestions...
This game is based on two of the oldest and most basic play activities known: stacking and balancing. People have been playing with these elements since the dawn of time. Both possibilities - standing up or falling over - can be equally exciting.
The novelty of this magnetic Tangram is that it works with a third dimension and includes a new element: the need to strike a balance between the 7 pieces. The attraction between the tans (tangram pieces) is what ultimately sustains the figures and makes their handling so rewarding. As a result the upright figures can be seen and enjoyed from any perspective.