hope this clears things up a lil. thank you wikipedia
1. -- gaming not possible in 1 dimension
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2. most first-gen games used 2D. NES and SNES were the last consoles that had a focus for 2D (sidescroller) games
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3. third dimension games are what you've been seeing if you started gaming around 1992~1995. 3D games did exsist before but few and far between
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4. xbox360 and PS3 are the only consoles that can handle 4D. only PS3 can handle at playable rate. textural 4D exceeds what a "vista upgraded" PC could handle in a high-res game. textural 4D, in terms of gaming, is when all the pixil-level graphics are 4 dimensional. the resolution in which it's projected from determins how many calculations the system will need to make. a modern vista pc does not have the means necesary to produce this at the pixil-level as a game environment.
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4th dimension is indeed time. time, on that analogy, is the darker/thinner shadow-looking cube. when looking at 4 dimensions you will find that the images have more "clarity" in their motion, as it's shadowing anything in motion. i don't want to go into too much detail on it as it's not THAT hard to picture. the lines that appear red in the analogy are 3D hinges and are not part of the visual texture. they cannot be (im making this word up, i think) unparallelize the parent from it's shadow texture or vice-versa. the harry/fuzzy-looking green lines are hinges but can only move on the 2D level in which the parent 3D model defines, as long as the perpendiculat lines attached to them on both sides of the "harry/fuzzy-looking" green lines are SIAs, or Supplimentary Interior Angles, or for short -- add up to 180°. all plains on the parent model cannot be unparallelized/unperpendicularized by the motion in it's vector field. vector fields are 2D. the corresponding lines and their angles on the shadow can move in the same manor. if you still dont understand what a SIA is, look up the name (which is in italics) on wikipedia or dictionary.com
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5. "only possible on a super-computor" on the notes from 2006 i found. this obviously will change as computors advance in time. cannot be done with the CPU of one or two units, atleast... for now
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in the fifth dimension:
1. the lines depicted above in the 4th dimension explaination which could move in 3D can now move in 4D -- or in otherwords, can now unparallelize the parent texture from it's shadow.
2. the lines depicted above in the 4th dimension explaination which could move in 2D can now move in 3D -- or in other words, can now unsupplimentarize the two horizontal plains but cannot unparallelize them.
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