[epiphany] and [danger]

By the way, you may be wondering why [brackets] are used to emphasize words in my posts; the answer to that is, again, 999, the video game I introduced in my first blog post. Certain important names and words in the game that came up as the story proceeded were either in [brackets] or was written in bold. I am not normally inclined to use bold letters, though, and so I stuck with using the [brackets]. Plus, I feel that [brackets] are more fun to use. Anyway, I suppose this is a continuation of my Origins post…

“…”

[epiphany] and [danger]

Two words – coming from the same game where I learned the terms [morphic resonance] and [morphogenetic field].

Nothing new, nothing creepy or flashy. Just your regular English words.

But how are they related to this website, you say?

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((WARNING: Spoilers ahead!))

The [morphogenetic field] is an intangible place of storage which is unknowingly accessed by systems of a later generation containing information/memories/habits of an earlier generation. A file for patterns, you can say. Patterns that are never taught, but become [inherent].

In the game 999: Nine Hours, Nine Persons, Nine Doors, as you are able to unravel the mysteries surrounding each character you are with, a certain young girl you call Clover discloses a secret that could reveal her identity. She was a part of a [Nonary Game] played nine years prior to the setting of the video game.

This girl shares much of what she knows about the [experiment] done on her and seventeen others during that first [Nonary Game]. Slowly, but surely, she tells you of the role of the game in inspiring humans to [transmit] and [receive] information from the [morphogenetic field].

The [Nonary Game], the first, was played by 18 children who were observed to access the [morphogenetic field] much easily than most. Nine of them, who were [transmitters] or can store memories in the [morphogenetic field], were put in a building made to look exactly the same as the inside of a ship called [Gigantic]. In the building they have to solve puzzles in order to escape the “ship” and return home.

Meanwhile, the real [Gigantic] ((Titanic’s sister ship)) carried the remaining nine children who were, supposedly, the [receivers]. These were the children who could retrieve information that was sent by the [transmitters] to the [morphogenetic field]. In the [Gigantic], the [receivers] were not oriented on how to escape because the [experiment] wants them to [receive] the escape solution in order for them to return home.

This [experiment] took advantage of two seemingly large factors that, hypothetically, can [amplify] a person’s ability to [transmit] to or [receive] from the [morphogenetic field].

[Epiphany], or the sudden realization of a solution or an answer pushes the [transmitter] to store the answer in the [morphogenetic field]. On the other hand, the [danger] felt by the [receivers] push them to access the [morphogenetic field], too.

As you may have observed, both factors affect the [adrenaline level] of the person feeling it. In line with that, I would like to be able to use the [adrenaline rush] from my very own moments of [epiphany] and from hints of [danger] to write in this space, my [morphogenetic field].

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Origins

It has not been long before today when I finished the first thriller video game I’ve played in my life, and I. Got. Hooked. It did not matter that the dark seemed darker than usual when I was playing – I had to finish the game quickly, or else I’d be anxious for most of the day.

The video game was called 999: Nine Hours, Nine Persons, Nine Doors ((WARNING: spoilers ahead!)), a graphic novel-esque game on Nintendo DS that featured a college student, [Junpei], who was kidnapped and was made to play the [Nonary Game], an escape program built to test a phenomena. Scattered throughout the story are bits and pieces of information that slowly introduce the player to a theory by author, biologist and parapsychologist [Rupert Sheldrake], which involved telepathy between generations and is called the theory of [morphic resonance].

From what I understood from the game, and a little from checking out [Sheldrake]’s website, the theory of [morphic resonance] suggests that there is such an intangible place where memories can be stored and retrieved from called the [morphogenetic field]. Like the resonance theory in organic chemistry, where electrons in a pi (π) bond resonate to and from adjacent sides of a benzene ring, creating a [resonance hybrid structure], the memories or “habits” of an organized system is resonated throughout the span of the [morphogenetic field], which traverses time and is just all around us, hence the blog title.

Image result for resonance benzene

Independent resonance structures, and the resonance hybrid structure of benzene.
Photo taken from http://www.sparknotes.com/chemistry/organic1/covalentbonding/section2.rhtml

[Rupert Sheldrake] says that this theory should explain why termites or ants can build colonies, or why a similar set of genes in different insects affects each insect with specificity. I, myself, think that the psychology of colors could be explained by [morphic resonance]. When humans have learned to eat meat, the color red has become an appetizing color for them, and then this “memory” of the effect of red on humans has been passed down from generation to generation. It all boils down to the “habit” of the organism or substance that gets stored and retrieved.

The in-game version of this is a bit stretched, though, as it did not necessarily say that the laws of nature were just habits, and that nature acquires new habits to pass down the evolution map for survival; it is that the organisms/substances around the world change behavior radically when one of its kind changes.

There were a number of illustrations in the game that showed how [morphic resonance] affected the laws of nature, and more than one probably came from stories from the real world. Let us take the story of the crystallization of [glycerin], for example. In the game, a female character begins to tell you about the frustration that scientists of the past had in trying to create [glycerin crystals]. She says that they never did find the conditions that would initiate the crystallization of the substance, and were unable to produce it. However, that would not remain to be the case forever as [glycerin] in a British ship began crystallizing soon enough – without manipulation or control, nor supervision.

Although this was a surprise to many, the scientific community did not stay stunned for too long, and everybody began asking for a [seed] of the crystals. There was no need for this, however, as the [glycerin] began crystallizing on their own, as if they have just learned it from the ship’s cargo. But how? Well, the lady had no other explanation for this but the theory of [morphic resonance]. Pretty stretched, right?

It turns out, though, that this “legend” was not the brainchild of the game’s writer/creator. In his blog, Japanese chemist and professor [Kentaro Sato] recalls the existence of such an account in occult books, or so he says. I cannot say the same, nor otherwise though, but it sure was fun to see the connection the video game has to the real world. ((By the way, you can check [Sato]’s entry on Crystals right here — http://www.org-chem.org/crystal_en.html))

So with that, I leave upon your hands all that can be stored and retrieved from my [morphogenetic field]. May we resonate the good.