Elisa was on the famous skunk team that came up with the original idea for the Mirrors technology (code-named the 'Alice' project), and was active during all stages of its development and demo-testing. Later on she was assigned to the troubleshooting team, which suffered heavily during the fretful launch period. Version 1.0 was riddled with bugs, and the new interface itself so strangely inhuman that the critics were quick to predict the company's demise, especially with its main competitors riding high on the 'back to nature' campaign of the fashionable DOS revival. Version 1.1 ironed out some of the problems, and v.1.2 introduced the new feedback loop dynamics. It was the major relaunch, with v.2.0, that really kick-started the product's unprecedented success. With a brand-new interface, greater thought-recognition software, and an inspired marketing campaign centred around the slogan, 'Chromosoft Mirrors - where's your head today?', the whole world turned to gaze in on itself.
The problem with Windows - the most famous interface prior to Mirrors - was that the more advanced it became (version 491.7!), the more difficult it was to use. And for all its increasing complexity, still all you ever did was use the technology; it never used you. Thus was the Mirrors project initiated. A new simplicity was called for, something beyond windows, beyond the blinkered one-way gaze. Although my grandmother makes no claim to inventing the actual concept, she does write that the name 'Mirrors' was her invention. It came to her in a flash, one evening in a Parisian hotel bathroom, 'after a rigorous bout of continental-style lovemaking', as she puts it in her journal.
It wasn't the first system to use thought recognition, of course, but the first to successfully marry it with a usable feedback loop. Put simply, previous attempts allowed you to change the screen by thinking about the changes, but only Chromosoft allowed the information to redirect your thinking in turn. The Mirrors system really was a new way of working, a new way of being.
Where's your head today? Gone downloaded.
As it did with the invention of the typewriter and the word processor, a new type of creation emerged from the mirror. Suddenly, 'speed of subconsciousness' novels were, all the rage. Punctuation mutated into mere rhythm, narrative dissolved, symbols became deeper, more dreamlike, more dangerous.
Version 3.0 introduced the concept to a network. Version 3.4, to the Internet. These were radical upgradings, with long-lasting social effects; because, although it wasn't strictly true that we were all telepathically linked, it certainly felt like it. The Internet's long-promised 'revelation of the global soul' suddenly seemed less of a pipe dream, more of a God-given right. Version 4.0 added little that was new, merely a cosmetic repackaging to fend off the latest clones. 4.1 was another tweakjob, and it was this version that became the standard for the next three years.
The public will always find its own use for technology, and usually in secret. Nowhere in the Mirrors manual did it warn against remaining connected whilst asleep. Nowhere in the manual did it even mention that such a thing could be done. And nowhere did it mention the effect this could have on the human psyche: the ability to get up in the morning, simply to access the correct document, and then to view, or rather review, your dreams of the night just gone. Could the company have seen how this would lead to a possible madness, a knowing of one's self that was too deep, too far-ranging?
Where's your head today? Why, it's playing with the burning giraffes, dancing with a turquoise lobster on the top of a grand piano, thank you, Mr Penguin.
Many were affected by this dream-knowledge, and many did not make the journey back from the twisted, inner world.
I can now reveal that it was my grandmother, Elisa Gretchen, who developed and introduced the disable dream switch to version 4.2 of the Mirrors system. Approximately 6 per cent of the world's population activated this facility, before the dangers of it were realized. Could Chromosoft, could my grandmother, really have so easily forgotten the feedback loop in the user/device interface? Her journal mentions little of the moment of invention, and even less of the subsequent events, except to note the 'burning sense of shame that welled up within me, a shame that persisted even after the corporation had taken control of all responsibility'. Her last recorded entry reads simply: 'I can do no more.'
Chromosoft Mirrors was taken off the market by government order, and all existing devices were recalled, and trashed. By then it was too late for the 6 per cent who had already succumbed to the censoring loop. Those darkened, veiled unfortunates, who would never dream again.
I need hardly add that my grandmother was one of those unfortunates.
CLOUDWALKERS
Scattermasked, working the all-night leisure zones, keeping check on the flotsam and jetsam that played the cheap graveyard rates. It was the end of a five-night shift and some dumb-arse flot had got himself hooked on a pirate trans. By the time we got there the game was frozen solid and overlaid with these stupid dancing prawns. Low-level broadcast, most probably from Beenie's Fishorama over on Level 5. There was no slogan, no slugline, just the prawns. The advert was in the image, and by now the desperate need for some seafood would be implanted in the kid's head. Another two kids, bystanders, had also got caught in the thrall, which was what we called this state of freeze, and a girl standing nearby was saying, 'Best do the deed, lady.' Gumball came up then, saying he'd got a warning bleep from HQ, a nasty on line. 'Come on, Muldoon. Leave the flot till later, eh?' And he pulled the gum out of his mouth, a livid blood-red it was, stretched it full size, and then snapped it back in with the practised tongue-flip.
'No. Only take a minute. And get that mask on.'
'I was only renewing the flavour.'
'That's an order.' I had the spoiler gun out, checking the load and the flush on it. Some of the flots were still unholed enough to notice the noise, and their eyes were bleary and game-fried as they watched me handle the weapon.
'Muldoon, what's wrong with you these days?' Gumball had his scattermask back down, his voice muffled by it. 'You want to lose a big score?'
'Get the van started, Gum. I'll be there.'
Finally I swung the spoiler over to the screen, took aim, fired. The game-screen seemed to melt for a second, turning pixelshima, and then came back online with a hard reboot. The prawns were dead adverts, and the game was back in play. The flotboy jerked into action, fingers jabbing automatic at the duck-and-dive buttons, too damned slow. Screen death. 'Shit! How did that happen?' His freshly thawed spectators laughed some, till they all noticed me standing there, mask down and the needle in my fist.
'Oh shit!' said the player. 'What did I get? Say, my friends, let's go catch some seafood.'
I went to jab them, but Gumball stepped in, caught my arm. 'We'll catch the flot in Beenie's later, give him the spoiler shot there. Come on now. We got a nasty. Big prizes!'
I came out of it then, this voodoo mood I was in. I felt like I'd come unfrozen myself, and that made me shudder. Got me thinking about Parker again. I pulled up my mask to get some air. It was safe, now the advert was dead. Most of the flots had gathered around the action, and some jets in there as well, slumming it. Flotsams were those that society had thrown aside; jetsams had left of their own free will. And all of them had eyes for the spoiler gun hanging from my belt. I could see them clocking up imaginary scores, dreaming their brains away with thoughts of getting their sweaties on such a piece. One of them in particular, the cheeky young jetgirl that had been telling me my job earlier, she had this look of complete 'shop' on her face, the illegal kind. Gumball had seen the look as well. 'So join the commcops, knucklebrain,' he spat at the kid, 'you want some good leisure.'