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Furthermore, the continuous process of finding one star after another, puzzle peice after puzzle peice is a representation of Tim's actual process of making breakthroughs towards the atomic bomb.
He's hopeful that he can get the princess back at the end of the epilogue. When remembering the events, he thinks there are ways he could have gotten to her (the ladders when rewinding). He doesn't care much about how he isn't wanted, he doesn't care about the princess herself, how she was the one closing the supposed ways up to her, only about getting to her.
He finally does get a way to get to her, after a ridiculous amount of work (the stars). It just doesn't work for any reason in particular that Tim can point out and blame as a mistake. She just explodes.
There most definitely is reference to the Manhattan project. Direct quotes aren't exactly coincedental. However, the game is not a metaphor for the atomic bomb, it uses the atomic bomb as a metaphor for the relationship.
The people working on the atomic bomb tinkered until they got what they were trying to get. Tim did the same.
I'm not stating this as fact, but it's my best take of the game.
'The Most Dangerous Gamer' article. It's a good read
http://www.theatlantic.com/magazine/archive/2012/05/the-most-dangerous-gamer/308928
From the looks of things, the protagonist Tim is obsessing over the discovery of the atomic bomb. Take this into consideration. Notice how hidden the stars are in the game. If you as the player "obsess" over finding them all, you get the bad-ending, with the princess/bomb detonating.
Anyway, there's a lot more to it but it's more fun to read the text in-game and figure it out yourself. But yes, the game is about the atomic bomb.
That's ridiculous. His name is Tim. Braid is just a reference to "her braid lashing at him in contempt." And the ending SPECIFICALLY TALKS ABOUT THE ATOM BOMB. It's like just because there was a stalker-y premise in the last level, you forget about everything else in the entire game.
The truth is, BOTH the story of the Trinity nuclear test AND the literal, mario-style quest to rescue the Pincess are legitimate stories that are a big part of the game. But more importantly, they're both metaphors for a THIRD, more abstract, philosophical tale. This third story is about Tim's craving for a transformative kind of scientific/philosophical knowledge that goes way beyond nuclear physics; the atomic bomb stuff is just one example of the kind of fundamental understanding of the world that Tim is seeking. As others have pointed out, Blow talks about this kind of thing in "The Most Dangerous Gamer". Of course, this story also makes sense with the gameplay: playing Braid means solving intellectual conundrums and coming across pieces of insight as to how the world works, just like Tim wants so badly to do!
eh... I'm approaching tl;dr territory here. If you want a clearer explanation, I've tried to sort everything out here: http://jacksoninblogform.tumblr.com/post/31846989768/epilogue-missing-pieces