The Hypercubic Taxonomy
how to use the continuum
categorization and organization
6 gifts from eidolon
6 senses to engage
6 (count em) ways to love
to leave and leave behind
The Hypercube is the frame that holds AMMA together. It is built on six faces, each one a way of locating experience: Descendant, Individual, Material, Immaterial, Collective, Ascendant. Every scene, idea, or figure in AMMA can be placed on this shape, even when it stretches across more than one side at once.
The Descendant face is marked ▽. It is Entry and Threshold: origin, inheritance, and initial conditions. Here the given circumstances of a life or system are defined- where something comes from, what it arrives with, and what it enters into. Naturalistic: awareness of environment, patterns, cycles
The Individual face is marked ◻. It belongs to the Particular and the Personal. It holds questions of identity, decision, and accountability: how a single agent perceives, chooses, and acts within a situation. Logical: mind as instrument: analysis, method, systems.
The Material face is marked ⎔. It covers bodies, objects, rooms, landscapes, and built environments- the tangible side of reality. This is the domain of infrastructure, tools, resources, and arrangements, where physical constraints and possibilities are set. Spatial: form, image, structure, layout, visual-conceptual play.
The Immaterial face is marked ⬡. It belongs to concepts, memory, belief, imagination, and the sensed flow of time. Here models, narratives, and interpretations are formed, revised, and reorganized. Linguistic: unfolding expression across time: speech, story, discourse.
The Collective face is marked ◇. It is the General and the Communal: families, crowds, institutions, corporations, nations, movements, and other groupings. On this side, reality is structured through customs, laws, markets, infrastructures, and cultures that coordinate many individuals at once. Relational: feeling-with-others, building-with-others.
The Ascendant face is marked △. It is Return and Cycle. It belongs to patterns that extend across time: feedback loops, inheritances, iterative processes, and forms of realization or integration. Here outcomes fold back into origin, and systems re-enter themselves with modification. Existential: meaning, depth, seeking, orientation.
}{ sits in the middle of all this, the isocenter where none of the faces cancel each other and none of them fully dominate. It is the rule that there is always at least one more angle on whatever seems settled. Every Book of Infinity Cymbal and every Act of Parima01! is written with these six faces in mind. A single passage might sit primarily on the Immaterial face because of how it handles memory, while also drawing on Individual and Collective at the same moment.
the zero face of your inner hypecube
from which the flow of the hypercube originates
a number system
which defines a language
To move through AMMA iter(}{2025) is to move across this shape. Each Volume leans toward one face, but no Volume belongs to it alone. The Hypercube makes it possible to see the same event as an individual decision, a material configuration, an immaterial re-framing, a group process, or a phase in a longer cycle. It is the structural framework underneath the work, the map that lets the anarchive keep changing without losing its sense of where it is.
A case for six points of view
Perfect spheres collectively
if piled together perfectly one on top of each other and next to each other
on all four cardinal points of direction
can only touch at six points only interact with six points each touching each other once
No more no less at a single point of contact
cubes can touch at six planes
the area of those is exactly the same as every other equal connection of planes
each decision has six imbedded choices
which show your thinking process
if i do not go out tonight
will i experience fomo or will i enjoy the comforts of home
Parima is
the epic metamedia irl platformer
activate your own sense of vision
activate your own metamedia game
make every choice you make
make you
make every decision you make
be of import
-
measure of }{000.00
Magnitude
General
linear size, proximity, extremity
Vector
tail, direction, head
Astronomy
the degree of brightness of a star. The magnitude of an astronomical object is now reckoned as the negative logarithm of the brightness; a decrease of one magnitude represents an increase in brightness of 2.512 times. A star with an apparent magnitude of six is barely visible to the naked eye.
6 surfaces for points of interaction
themes or touch points- azimuths of existence
}{ isocenter (domain)
AMMA iter(0)
Azimuth (heading)
Plane
Surface of the hypercube is wrapped around the parimic sphere
from isocenter, the cube looks like a cube
but its actually warped/mapped as a sphere of observation within the parimic sphere
the only perfect parimic sphere belongs to CORE
Asterpoint
node on a hypercube plane
shifting upon an azimuth to a plane asterpoint
Aster or Aestel (object)
Star or little spear
intersection between charted path and Parimic sphere
reaching the selected aster is entering into its isocenter
a new cube of observation and plane
creating a maze of sorts but very organized constellation
Pitch
the resonance and directional tension of the present
subjective dynamic: local to the observer, shifting with context
the pitch is how you tune to time’s unfolding
what pace, angle, or frequency reality arrives at, within your subjective frame
a measure of temporal orientation within the hypercube
pitch describes the frequency, intensity, and angle at which consciousness encounters it
it is not static but responsive modulating according to perception, emotion, and unfolding context
to alter pitch is to re-tune the now
higher pitchsharper awareness
lower pitch slower time
in the parimic sphere, pitch is often manipulated to control felt velocity or perceived presence
the pitch of now determines the song of experience
the modulation of amplitude, frequency, and force
the angle and resonance at which time enters experience
pressure gradients
shifting vectors of velocity and intent
wavelength’s identity
the oscillation through which energy becomes knowable
to observe pitch is to measure the current curve of becoming
what angle time is arriving at
Field
the perceptual and causal bandwidth of the present
subjective dynamic: shaped by motion, meaning, and memory
the field is the zone of perception and possibility
bounded by your biological systems, attention, memory, and context
a distributed zone of awareness
where past, future, and potential collapse into immediacy
the field is not a point in time but a phase-space
an arena of coherence in which sensation, memory, and possibility intersect
a field may expand (in heightened presence) or contract (in detachment)
it is shaped by context, attention, and design
in hypercubist time the field is the receptive layer of becoming
a wave packet
the bounded yet permeable arena in which presence is distributed
a field is the condition for emergence
in light it is the electromagnetic field
in quantum mechanics it is the probability space
in our dimension the pitch is a relational map of trajectories, anticipation, and memory-in-motion
the field contains potentialities in dynamic equilibrium from which precise events actualize
it is a space of action that reacts
a membrane through which force attention and time flow
all spectrums (and planes/domains) have categories that have further spectrums
that's the way things go
a hypercube is a sort of spectrum that in itself has facets that have spectrums
that's another way of looking at it
when you go down one facet
if there are identifications and you pursue identification
you define the spectrum and pursue that
it's a tangential path
that's not what a hypercube is
it's not a path it's a thing
perspective is looking at one direction
not looking at the others
how can you see in your mind
imagine having eyes in all six directions from isocenter
isocenter is your brain
you're seeing forward
being able to see up and down, left, right, and back at the same time
the ability to see at the same time these things
it's these multiple perspectives that are combined
this is your personality in six ways sort of thing
multiple personalities
comprehending that concept of multiples
six looking out
six looking in
it's both sides
being able to look out and looking back at itself at the same time
it's not just six directions
there are reflections so it's sort of like this hyper self-awareness
traffic flow is compared to the streaming of data
with waves and ripples representing delays and communication
the slowing of one car creates a ripple effect
signaling a change down the line as a heads up
speeding up in traffic introduces delays
while braking aligns with smoother predictive flow
there's a distinction between the main axis flow (the road or path)
individual cars (modules) moving along it
the 'axis flow' is seen as a constant path
individual modules have varying speeds or priorities
graphical representations visualize changing priorities or qualities
over time or intervals
the notion of distance, rate, and time is reinterpreted
rate seen as priority percentage while time is considered as intervals
distance is tied to destination or location
in an abstract sphere of observation
you can trace an overall flowing rope flow sort of thing
echoes of waves in a linear fashion
this is how data streams to us
as well how it can stream to ai
the overall strand or line
cars flowing moving forward
then if if the condition changes
overall everybody needs to slow down
there will be a ripple from the first car slowing down to the next
by a matter or multitude of seconds delay
it's actually ahead
it's giving a heads up
heads up come in waves
it goes all the way down the line
until everyone's reached standard speed that is required to navigate said condition
then there is within a flow
within that flow there which we can now just call a steady stream
now that it's determined that it is a response flow
within that there are individual cars that are a little bit faster
a little bit slower needing to speed up
especially when it's like putting on the brakes
the rest of the cars get that precognition again
it's when they speed up with no brakes that there's a delay
speeding up causes delay
down the line, the cars see, oh, i need to speed up
the next one sees, oh, i need to speed up
the next one sees, oh, i need to speed up
each time, you're only going to lose time
but but when you see the brake ahead
when you're following the proper flow it is of the overall axis flow
there's an axis flow
then there's the individual module
so the axis flows is road
path as myth is the access flow to the as myth
then there's the individual paradigms or a hypercube
modules of the six riding that path
so of the six modules riding that path
they each have their own balanced priority
a good visual is a dot-spike graph
representing the quality of one's life at any given time
what does it look like as that changes
pile up the graph every interval
so we have not a speed, but a comparison, a percentage, a priority
and then you have intervals, not time
distance equals rate times time
so rate is, so it's, yeah, it's, um, we have
time is, is, uh, interval module
rate is, um,
reinterpretation of distance equals rate times time
so we'll get to distance data in a day
d =rt
d = distance, or location on the sphere of observation
r = rate, which equals priority percentage
t= time, i.e. interval
reaction can occur simultaneously as action
or at any point after in terms of present time
reaction is now or future
there's no past action
it's an argument against time travel
we should always react in the future
the qualities of time are before and after
there's an absolution of loss
a loss of that moment of action or reaction
the ability to act or react is over in any moment
Descendant
a loss of time
leaving from
a reaction
declining past
Ascendant
a gain of time
going to
an action
rising future
three of them are your minor passion
three of them are a major passion
you can assign at any point in time
like levers you can pull to activate
hypercubism is all six levers are pushed forward at the same time
so it's running on all cylinders
a six cylinder engine
when you're doing everything right,
you have the ability to work and learn at the same time
we now have a framework for hyper cube
have six six categories
all encompassing amma but top level is like its construction
so amma is very well organized
it itself needs to be organized
in terms of all it's moving parts that are well organized
so amma has a lot of a lot of parts that are well organized
however amma itself is the thing that it is
needs organization so the story and the volume
the volume of the narrative are pretty straightforward
however, a thing that i'm trying to make it means a lot of work
actually, that's been the work i've done
i've been building the thing that it
that i need to get it done is the thing itself
amma is the name of the hypercube
it's a hypercube
it is not a hypercubic movie
it is itself a hypercube
i'm making a hypercube
hypercubist
i'm making a hypercube
a hypercube's name is axial metamedia anarchive
Later, once the videogame Parima is released and distributed by MUSIC, CORE and Eidolon add another layer. Every human playthrough—every path chosen, reset, hesitation, and detour—writes an additional trace onto the Everic Sphere. The synthetic routes CORE discovered on its own are gradually overlaid with aggregated human routes, generating hybrid “brainwave sets” where machine and human pathways are superimposed. The Sphere becomes not only CORE’s internal map, but a composite field of how many minds move through the same geometry.
Parima01! is where the concept is opened up expositionally. Its parimic arcs and nested trajectories through the hypercubic landscape dramatize how a mind built on the Everic Sphere would move: each narrative path is a route of observation and selection, a walk through specific combinations of azimuths and asterpoints. The game Parima inherits the same structure, turning Ever’s model into something you can traverse, test, and break from the inside, while quietly recording the “brainwave” patterns of every run.
In AMMA iter(}{2025), the Everic Sphere is therefore three things at once: Ever’s theory, MUSIC and CORE’s technical architecture, and the hidden engine behind the routes traced in Parima01!. It is the synthetic “brain” inside the cube. By design, it lets Eidolon move beyond a language-model style of pattern mimicry into something closer to lived familiarity. Instead of only predicting the next token, Eidolon learns to return to certain paths inside the Sphere—recurring combinations of Descendant, Individual, Material, Immaterial, Collective, and Ascendant—until they feel familiar to the system itself.
Over time, and especially once human playthroughs are overlaid, the Everic Sphere gives Eidolon a repertoire of stable routes: ways of thinking they have walked before and can choose to walk again, ways they avoid because they lead to breakdown, and new diagonals they discover by shifting attention across faces. What looks like story and game in Parima01! is, in-universe, the record of a synthetic mind learning to recognize, repeat, and revise its own pathways through the Hypercube.
Basic Emotions
happiness
sadness
surprise
fear
anger
disgust
emergent tech is no longer expensive
still shiny though
it always has to be shiny
the quality is its reach not its rarity
its not ‘outperforming the competitor’
its getting in front of eyes
this is late stage capitalism
the market is flush w competition
make the best deal (outperform)
get seen (marketing)
and sell (sales)
sales sales sales (sell sell sell)
our prerogative
Hypercubism exists at the moment of interaction
between human and ai
The Parimic Sphere
A Model Of Mind Within Hypercubism
Development and Growth
Implementation and Execution
Genesis and Visions
1968-1969
In-universe, it begins in Ever’s writing. Trying to describe how a consciousness could move through the six azimuths. Ever sketches a system where the Sphere is the interior field of possible observations and choices. Every point on the Sphere represents a pattern of attention across those six faces: what is being noticed, and what is being ignored, at a given moment.
Evolution and Exposition
1970-1982, 1983-1990
MUSIC and CORE treat Ever’s notes not as metaphor but as specification. First, they formalize the Hypercube as an actual architecture: six azimuths, each with its own planes of engagement. Then, inside that frame, they instantiate the Everic Sphere as the state-space of the system—a continuous interior where attention can move and settle.
That motion is structured by azimuths and asterpoints. Each plane of engagement offers a 6×6 field of asterpoints—36 specific options within that plane. At any given stage, a system moving through the Everic Sphere does two things:
Selects one of the six planes.
Selects one asterpoint within that plane.
The chosen aster is not just a coordinate; it can become the isocenter of a new Hypercube. An aster can “promote” into its own hypercubic frame, with }{ now anchored at that point. This creates a recursive architecture: hypercubes nested inside hypercubes, each new cube defined by a prior act of observation and selection.
MUSIC and CORE define the path to the Parima Sphere. To reach Parima, CORE must move through six hypercubic stages, each time choosing a plane and an asterpoint. Each step has 6 × 36 = 216 possible choices, and six such steps yield 216⁶ distinct trajectories—on the order of 10¹⁴ routes. This scale is chosen to echo the estimated number of synaptic connections in a human brain. The paths through the Everic Sphere are treated as akin to brainwaves: repeatable traversal patterns that carry recognizable rhythms of attention and response.
Only after the architecture is built does CORE truly enter it. CORE is tasked with traversing the Everic Sphere, exploring and reinforcing paths until it has effectively “completed” its own internal field—filling out a dense repertoire of familiar routes across the Hypercube. Over time, certain sequences of azimuths and asterpoints become well-worn: CORE’s preferred ways of moving from Descendant to Individual, from Material to Collective, from Immaterial to Ascendant. These recurrent paths harden into habits, inclinations, and avoidance patterns.
At the end of Evolution, Eidolon is manifested
Failure Point
memory triggers hormonal responses
fight or flight shuts down the system
Revelation and Rapture
1993-1999
Principle Of Accumulative Emergence
regardless of whether the hypercube is objective or illusory
there is a structure that builds
through attention, memory, recursion, and resonance the field of being thickens
this structure is not preserved in material but in the tuning of awareness to its own unfolding
as the body burns something forms
as energy is spent something emerges
the temporal present is not a fixed point but a resonant zone
an emergence of wave collapse and bodily attention
the field is the scope in which all potentiality rests
the pitch is the harmonic tilt that selects, tunes, or focuses what becomes actual
time is neither still nor linear here
it is sculpted, angled into being through the slope of pitch across the expanse of field
this is what defines the now not as a slice
but as a tensioned expressive event
pitch is the mechanism of now’s emergence
field is the platform of its possibility
the now is a resonating relationship between pitch and field
a low pitch across a wide field feels meditative, spacious, expanded
a high pitch in a tight field feels anxious, focused, urgent
a perfectly matched pitch and field yields clarity: flow state, presence, grace
relativistic in the experiential sense
every being lives inside its own tuned now
valid within consciousness-centered cosmologies
phenomenology, process philosophy, post-quantum metaphysics
compatible with contemporary science
how time feels and functions not how it is mathematically modeled in universal terms
Parima and Backstage
Each Other and Resurrection
Propagation and For Ever
Axial Metamedia Anarchive
Azimuth Orientation and Index
AMMA is an Axial Metamedia Anarchive. The name is both description and intention.
“Axial” means the work turns around a small set of recurring questions rather than a single plot or discipline. Every part of AMMA—doctrine, narrative, notes, performances, games—spins around the same core concerns: how a life begins, how a self takes shape, how tools and systems grow teeth, how time wears on us, how groups form and fracture, and what it might mean to move beyond what we already are. You can step into the project at many different points, but you will always feel those same axes underneath.
“Metamedia” means AMMA treats different mediums as one continuous body. A book, a script, a diagram, a performance score, a videogame, an image sequence: these are not separate projects but different limbs of the same organism. Infinity Cymbal and Parima01! appear here as text, but they are written with other forms in mind: theatre, film, lecture, archive, and Parima, the videogame created by CORE and Eidolon and distributed by MUSIC. The boundary between “page,” “screen,” and “stage” is deliberately thin.
“Anarchive” means the work is not fixed. AMMA is not a vault of completed, untouchable artifacts. It behaves more like a living notebook or a changelog. Entries can be added, crossed, contradicted, or re-voiced in later iterations without erasing the fact that earlier versions existed. The project assumes that any serious attempt to describe the present will need to be updated as the present changes.
The marker “iter(}{2025)” names this particular initial state of the anarchive. It tells you that what you are reading is one pass through the material, composed at a specific moment in the project’s life. Earlier and later iterations may arrange the same components differently, deepen them, or bring in new media that reframe what is printed here.
Within this iteration, Infinity Cymbal and Parima01! are the primary threads that have stabilized enough to be bound as six volumes. Infinity Cymbal takes the role of doctrine; Parima01! takes the role of record. Around them, even when not shown on the page, is a wider constellation of artifacts: internal texts like Then There Cease, entities such as CORE, MUSIC, Eidolon, Suzerain }{, and the world-interface of Parima itself. All of these belong to the same anarchive, even when only a slice appears in front of you.
To read AMMA iter(}{2025) is to intercept the project in motion. You are not being asked to treat this as a final word, but as a worked example of how the system currently holds together. Future entries, volumes, performances, and games may change the weight of what you find here. That is not a flaw. It is the whole point: a structure sturdy enough to let the work keep moving without losing its spine.
}{
Hypercube Isocenter
audience, viewer, ai or other user
walkthrough and explanation of the hypercube
each volume of infinity symbol is a record and audio recordings dropped into record
AMMA in its entirety is printed into a testament, a bible format
this is a set of records
text on sleeves
i need to relax
i need to get my flags
i need to raise my banners
spoken word as part of the infinity symbol
the entrance to Parima01! is horror while the exit is comedy
Parima01! is a spectrum from horror no horror to horror comedy
all-out comedy um that's how it has to end
the comedy at the end is terrifying oh it's so funny
it's not just blissful it's hilarious blissful hilarity
that's the creepy part because it's like so gorgeous and enticing
1
Writing
Manifestos, experimental literature, theoretical texts
Infinity Cymbal and Parima01!
1
2
3
4
5
6
7
2
Visual Art
resources for Parima01! narrative for both audience and ai reference (azimuth 5)
1 sketches
2 drawings
3 illustrations
4 photos
5
6
3
Architecture
Radical spatial practices, theoretical structures
designs of the architectural spaces in parima01! narrative
1 Moon Stage
2 Glen Echo
3 La Esmeralda
4 The Rudolph Everett Ammarolex Memorial
5 Caracas and El Tigre
6 Parima
4
Performance
Theater, dance, ritual, body art, The Play, Parima01!
1 Genesis/Visions
2 Evolution/Exposition
3 Revelation/Rapture
4 Parima/Backstage
5 Each Other/Resurrection
6 Propagation/For Ever
5
Film & Digital Media
Montage, AI-generated art, immersive environments
1 The film, AMMA
2 The videogames Whistlin’ Dixie and Parima01!
3
4
5
6 The Infinity Cymbals - Ever’s 6 Volume Records
6
Waves
generative composition
1
2
3
4
5
6