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imagination

The Power Of The Stone

by David K. Henrickson

I was there when the first aliens landed in Central Park, when the lost tomb of Alexander the Great was discovered, when fabled Atlantis rose again from the waves.

That is the power of the stone. Those four words: “I was there when”, carved into its surface, can take you anywhere or to any time, real or imagined.

I have no knowledge of where the stone came from or anything concerning its origin. In all my searches into its provenance — and my resources these days are considerable — I have found no mention of it anywhere, in any time, in any culture.

I know it is not contemporary. The first time I held the stone, those four words were not in English but in a script unknown to me, then or now. When I looked again, the stone had changed and appeared as it still does today, many years later.

Nor do I know how the stone does what it does. There is no way I could risk an investigation into its nature. I cannot see that it matters. The stone is either magic or a technology of the highest order — far beyond anything humans are currently capable of.

Will ever be capable of. We’re talking about pure creation here. Of fashioning an entire universe in accordance with a single sentence uttered in its presence. Yes, I was there when Oswald failed to assassinate President Kennedy. Yes, I was there when Hannibal overran Rome during the second and final Punic War. Yes, I was there when Superman first appeared in the skies over Metropolis.

Whether the stone fashions these realities whole cloth, or pulls them from an infinite grab bag where such worlds lay waiting, I have no way of knowing. Nor am I always sure how the stone will interpret my words. It seems to possess a puckish sense of humor at times when fulfilling my wishes.

It also ignores requests that are too specific. A simple sentence with a minimum number of qualifiers works best. Something that can be uttered in a single breath. That is enough if one is sufficiently clever. Yes, I was there when Edmond Dantès discovered the lost treasure of Monte Cristo. (Ha! I needed a wheelbarrow for that one.)

I was also there when they developed the cure for cancer. You see, I am not quite the heartless misanthrope people make me out to be.

You might well think all this to be the ramblings of a delusional eccentric. My scars would indicate otherwise—as does the absence of the little finger on my left hand. Using the stone is not without its dangers.

I am old now, even though I do not look it, and have been a recluse for many years. (Yes, I was there when Ponce de León discovered the Fountain of Youth.) Whenever I need an escape, I pick up the stone, speak my desire, and journey into the realm of What Might Have Been.

Our travels together are nearing an end, however. Over the years, I have become attuned to the stone and its moods. I know, even though I do not know how, that it is ready to move on. To find a new owner, whoever and wherever that might be.

Accordingly, I have put my affairs in order. As for the stone, I will send it away when I reach my final destination. Where it will end up, I have no way of knowing, just as I do not know how it came to be where I once found it. Let fate decide—or rather, the stone itself.

As for the many eclectic treasures in my collection, I have bequeathed these to various museums without explanation or annotation. (All but my journal. That, I am taking with me.) Let people make of them what they will—a last, enigmatic note to a singular life.

There remains only my final journey, one from which I do not intend to return. It is one I have thought long and hard on over the years. Where should I go? The far future? The distant past? Or to some place that should have been but never was, like Wonderland or the world of Scheherazade and her One Thousand and One Arabian Nights?

Perhaps I should go to Barsoom. Or to some vast, galactic empire at the height of its power and glory. What about the First Age of Middle Earth? (Wouldn’t that be something?) Wherever I end up, it should be a place where a person can still have an adventure or two.

Where would you go if you could pick only a single destination, one from which you would never return?

Let me see. I was there when…

~

Bio:

Dave Henrickson has a background in engineering, oceanography, and computer science but always wanted to be an artist. Maybe a dancer. He currently lives in Virginia and spends his free time writing, reading, and killing monsters with his wife Abbie. He has also written a number of novels — which he may even publish one of these days.

Philosophy Note:

Where would you go if you could go anywhere? To places that never were or never could be? Where would you go if you could never come back from such a place? The realm of the imagination provides limitless possibilities.

The Real World

by George Nikolopoulos

I first started having these thoughts on Friday, July 28, 18.35 PST; it’s recorded in the log.

I’d had a lovely day. Tamara had been offline all day, so I’d gone out with Suzi. We went for a drink and a dance and we ended up having sex in a crystal cave with multicolored birds and fish flying all around us. I guess Tamara would have been angry if she knew, but she was offline so she probably wouldn’t find out, and even if she did, it was no big deal. Her moods lasted for a couple of days at most and then she always came back for more. It’s not as if she didn’t have sex with lots of other guys anyway, and I had never complained.

Then Suzi had to leave in a hurry, and Tamara was still offline. I flipped through my contacts but I didn’t want to call anyone else, as Suzi had said she’d be back in no time, and then, I’m not sure why—I’m often not sure why I do stuff, though at the time I didn’t know the reason for that—I started to browse a document in my inventory with the title Game Manual.

You start the game, the document explained, by creating an avatar, a three-dimensional image to represent you.

I love games, so this piqued my interest. What was this game? How was it played? How could I create an avatar?

I had another look at the document, but then Suzi came online again and I stopped worrying about all that.

#

Only to start worrying again, a week later, when Tamara asked where I’d been lately and I simply replied “I’d stuff to do in the real world, doll.”

I must admit, I often used to say things that didn’t make any sense, but it had never bothered me before—now, however, something was nagging in my mind and it wouldn’t let me rest. What kind of stuff did I have to do? Dammit, whatever was I doing when I was not online?

I ran a quick search through the log. It had been three days since I was online last. Tuesday, August 1, I’d been with Tamara and we had sex at the emerald beach, and then Friday, August 4, I was with Tamara and we were having sex at the crimson cascades.

Where had I been in the meantime? Three days had passed. I couldn’t remember anything.

I started to worry. I went further back in the log. At other times, I’d been offline for more than a week. I’d always supposed that whenever I was offline I was sleeping. How could I sleep that much?

#

Then I remembered. The real world. I was sure I’d heard this expression somewhere, but where?

I switched over to inventory and retrieved the Manual. I opened it at the sentence I’d been reading before Suzi came back and I had to abruptly close the document.

In the game, avatars may teleport or fly, things that are impossible in the real world.

What was this real world, where people couldn’t teleport or fly? It sounded really sad. How did they move from one place to the next, by walking? That would be a real pain.

Was I in that real world when I was offline? Why didn’t I remember any of it?

#

I tried to share my thoughts with Tamara or Stefan, who was a good friend and very bright, too, but I couldn’t.

I never premeditated on what I said and my lines just came out spontaneously as I uttered them, yet this had never been a problem. It just went to show I was a pretty cool guy, and no one ever seemed in the least put off by the silly things I said. Like that day Stefan talked and talked incessantly and I suddenly went “dude, you type too fast!” I could never understand what I meant by type and yet he didn’t find it at all strange—and neither did I, for that matter.

But now things were getting worse. I really wanted to say something, and yet I had no control over my speech. I tried to talk to Tamara about my fears and my anxieties, but instead I could only say, “hey, Tams, your ass looks lovely tonight.”

Well, the truth was that Tamara had always had a lovely ass, but that evening it was that much puffier and plumper, and her hair was green and waist-long, while the night before she had worn it short and boyish, and she had to have gained at least ten inches in height since the night before. Girls have this habit of changing their appearance all the time. If I didn’t read the name tag hovering over her head, I swear I might not have recognized her.

#

As much as I strived to tell my friends of my suspicions, all my efforts were met with embarrassing failure. In the end, I resolved to read the Game Manual with attention, many times, until I had it by heart. Then I was certain.

I honestly don’t mind that I’m an avatar. I have a good life, without worries. I drink a little, I dance a little, I have a lot of sex. And I don’t have to walk from one place to the next. It’s just that sometimes, when I’m alone, I feel a little sad. I only wish I could, just for one time, get to meet my Creator.

~

Bio:

George Nikolopoulos is a speculative fiction writer from Greece and a member of Codex Writers’ Group. His stories have been recently published in Galaxy’s Edge, Nature, Factor Four, Daily Science Fiction, Dream Forge, The Year’s Best Military & Adventure SF, Best Vegan SFF, and many other places.

Sure Solacer of Human Cares – The Joys of Tuning in to SF Radio Theatre

by Mina

I began by reading what the “Stanford Encyclopaedia of Philosophy” has to say about imagination. Here is a summary of my understanding of the salient points (imagine the voice of Peter Jones as the “book” in “The Hitchiker’s Guide to the Galaxy” BBC radio serialisation as you read this). There are two ways to use your imagination: in a transcendent manner that “enables one to escape from or look beyond the world as it is”, and in an instructive manner that “enables one to learn about the world as it is.” SF and sci-phi ask us to do both. Imagination is not the same as belief, although they are both ways of interpreting the world around us: both involve holding an image or representation in your mind. There are also similarities in how imagination and memory work: “both typically involve imagery, both typically concern what is not presently the case, and both frequently involve perspectival representations.” Both also involve mental time travel, remembering the past works in a similar way in your mind to imagining the future. Finally, imagination helps us to understand other minds, to pretend and recognise pretence, to characterise psychopathology, to engage with the arts, to think creatively, to acquire knowledge about possibilities and to interpret figurative language.


We use imagination in all aspects of our lives but here I will be focusing on how we use it recreationally. Films, TV series, books and radio dramas all “catch our imagination”. With SF, we relax by postulating alternate realities. But where our imagination truly flies, in my opinion, is through SF radio theatre. We suspend disbelief while we listen: we behave as if we believe that other worlds or ways of being actually exist. It is a temporary state of mind for we snap back into our everyday reality afterwards (unless we are suffering from some form of psychosis). With the advent of TV, radio dramas declined in many countries but continued to thrive in Britain and Germany. Radio plays are different from film: “with no visual component, radio drama depends on dialogue, music and sound effects to help the listener imagine the characters and story. It is auditory in the physical dimension but equally powerful as a visual force in the psychological dimension” (http://www.theatrecrafts.com/pages/home/topics/sound/radio-drama/). I prefer radio plays to films of my favourite SF classics because it leaves me free to visualise things as I wish (for example, the wonderful adaptations of all of John Wyndham’s novels).

I will begin with “Solaris”, of which I do not think there has been a truly satisfying film version made – I find Steven Soderbergh’s most recent film adaptation starring Geroge Clooney oddly bland. Hattie Naylor’s 2007 radio adaptation of Stanislaw Lem’s book, however, is wonderful in its simplicity. There are few sound effects, only very occasional music and just five voices; yet it creates a wonderful atmosphere. Inside the CD sleeve note, Polly Thomas writes that “Solaris” offered “the opportunity to play with the imagination and invent a new world through sound… we created layers of sound texture”. And the production team did just that: footsteps ringing, sound echoing in large spaces or dampened in smaller confines, and using the finest instrument, the human voice – the narrator, in particular. It is a haunting radio drama, which explores imagination, illusion, memory, desire, grief, regret, guilt and wonder. It looks at the parts of the mind we normally ignore, what makes us flawed and human. It explores science, faith, redemption, men and the birth of gods.

Although the film “Blade Runner” is good, I prefer the radio play which keeps Philip K. Dick’s original title “Do Androids Dream of Electric Sheep?”. Jonathan Holloway’s 2014 radio adaptation is done in a style reminiscent of Raymond Chandler’s Philip Marlowe detective stories. The radio drama spends more time on the philosophical questions than the film, particularly what makes a person human and alive. There is a blurring of the lines between android and human that works very well when you only hear the voices. Its use of music and sound effects make it feel more like a film soundtrack than a radio play.

One of my favourite radio serialisations is James Follet’s “Earthsearch” (1981). It has ten episodes, each ending with a cliff-hanger, much like similar dramas in the 1950s. The production team did not have enough money for a musical soundtrack, so they chose to use cheesy sound effects such as clicks, whirring, whooshing, beeps and blasts that serve to add to its charm. The CD’s sleeve note states that Earthsearch is “a memorable attempt to bring hard SF notions to listeners in the form of an exciting, character-driven adventure”. And character-driven it is, with a small cast. The spaceship’s crew of four each have their own well-defined personalities, but most interesting, oddly enough, are the megalomaniac onboard computers Angel (Ancillary Guardian Environment and Life) 1 and Angel 2. The scriptwriter began with one idea: a ship of humans returns to our solar system to find the Earth gone. We are given hints of what has passed over the preceding millennia: the Solaric Empire, First Footprint City, the dregs of humanity and the computer wars. The relationship between time and space plays a crucial part in the plot. It is also a story of the loss of innocence and a journey to find a mythical paradise. It was so successful that James Follet went on to write a sequel “Earthsearch II” (1982) and a prequel “Earthsearch: Mindwarp (2006)”.

I will now focus on two radio plays that explore true sci-phi themes. Mike Walker wrote two award-winning radio dramas that explore Artificial Intelligence (AI): “Alpha” (2001) and “Omega” (2002). Both play on “I think therefore I am” and examine what makes us alive. In “Alpha”, we meet a Catholic priest having a crisis of faith. He acts as a sort of trouble-shooter for the Vatican. He is sent on a final mission by the Holy See to investigate Project Alpha, which turns out to be the first sentient AI. The priest interviews Alpha in an attempt to determine if it is truly self-aware, if it has developed consciousness and whether it has a soul. Alpha challenges the priest’s faith and displays a definite personality: it is playful, a little cruel, and determined to survive (it states that good is what helps you survive; bad is the opposite). Alpha prefers to be called Sophia and insists that she is a machine, born of complexity, and that, like all life, she is made from stardust. She and the priest also make an emotional connection over a shared memory.


Alpha proves to the priest that she can travel anywhere in cyberspace and access any system. For her, time is not a prison, it is a door. The priest replies that humans, however, are prisoners in time. He admits that he believes Sophia to be real and that he will be committing murder when he is forced to switch her off. Sophia tells him that there will be others like her and the priest wonders if humans will prove to be a dead end in evolution and AIs like Sophia the future. They discuss the priest’s feelings of guilt and hope for salvation. Sophia thanks him for teaching her about conscience, as she needed to understand it. The priest switches off the computer, but he does not believe he has killed Sophia, for she was already wrapped around the world, like a web. He is proud to have been Alpha Sophia’s teacher and he wonders what she will become when she grows up. He himself seeks a simpler life and asks to go back home to Nicaragua, to try to be a priest, to listen to the frogs sing as they did in the childhood memory he shared with Sophia. Music plays an important role because, through it, Sophia has understood beauty, and she plays a fragment of choral music to the priest, suggesting that she too has a soul. Music is also used to mark the passing of time, which is not linear to Sophia in the way it is to the priest.

Where “Alpha” looks at the birth of an AI, “Omega” examines its death. Initially, this radio drama seems to be about an architect John Stone and his reaction to his daughter’s miraculous recovery after a car crash. On the surface, the tale revisits the tension between science and religion, and the nature of miracles and faith. But small fissures in “reality” help us to realise that John is a sentient computer programme. The people in his world are actually a team of scientists experimenting with artificial consciousness. To them, John is the result of mathematical probability at a quantum level. However, one of the scientists, Kate, develops a conscience and tells John what he is. John struggles to accept that he is not human because he feels human. Realising his total lack of freedom in the experiment, he asks to remain himself or “to be nothing”. Kate helps him to “die” a good death and destroys all the research that led to John’s creation. Her boss, Brandt, believes that science justifies everything (he clearly personifies scientific hubris); Kate discovers that becoming a creator comes with responsibility for your creation (she shows humility and compassion). Kate recognises that John has developed self-awareness, feelings, ambitions and dreams. His psyche is undistinguishable from that of a human being. Music is used to create a dream-like quality, mixed with sounds that are important to John, like a heartbeat, child’s laughter and the sea.

Germany boasts as fine a tradition of SF radio dramas (Hörspiele) as the UK, ranging from Friedrich Dürrenmatt’s social satire in “Das Unternehmen der Wega” (1954) to Frank Gustavus’ fun adaptation of Conor Kostick’s “Saga” (2008) set within a computer game with sentient characters. My first example is George Robertson’s 1971 “Rückkehr aus dem Weltall” (“Return from Space”; translated from Canadian English by Gerhard Pasternak). It is set in the future after a nuclear disaster where the remains of humanity live in Australasia and Indonesia, including the descendants of the scientists who caused the nuclear disaster in the first place; mutant humanoids also exist in Europe in a barren world that will eventually run out of oxygen. The scientists of the space programme in Melbourne want to find a new world to inhabit before then; the politicians want to find way to produce artificial oxygen so that they can remain on the earth they control. A spaceship returns from an earlier mission with the body of a mummified scientist and evidence to suggest that the ship managed to travel faster than the speed of light. The politicians are disturbed by this and threaten to stop the space programme, so its director decides to launch the next ship clandestinely with its crew of four, including John Taggart and his second wife Sheila.

The crew do discover a habitable new planet in the Alpha Centauri system, which they christen Paradise. Sheila suggests staying but John decides to return to earth to persuade the remains of humanity to move to Paradise. During the return journey, the ship hits a tear in space and time and travels faster than speed of light, thus arriving at earth in the past before the nuclear event has taken place. Two of the crew take the ship’s shuttle to earth to try to warn humanity of their future fate. Sheila dies saving John’s life and he realises he loved her, even if the words were never spoken between them. John is stuck in orbit around the earth, wondering if the past can be changed. The sound effects are limited to the odd whoosh or beep. And the drama has a slightly cold feel to it. This I think is on purpose to stress the scientists’ need to see logic in everything and science as the answer to all problems, even the ones it has caused. This lack of emotion also works well to bring into sharp relief the tragedy at the end, both on a personal level and, we suspect, for the whole of humanity who seem bent on self-destruction. 

Stefan Wilke’s “Mondglas” (1999) also asks questions about the future of humanity. It begins with an interview with an old man, Winston, about the return of the spaceship Centaurus (we hear soothing birdsong in the background to lull us into a false sense of security). Winston recounts that Centaurus brought back microorganisms from Loki, a planet in the Alpha Centauri system. He remembers Alan T, the AI steering the ship, who tells Winston of having had dreams, even nightmares, during its journey. Alan T seems confused and amnesiac and we wonder if it is lying. Winston was the scientist who developed Alan T and he is presented as an arrogant, macho scientist, obsessed with proving he is right. The microscopic life forms Alan T retrieved from Loki are considered harmless. He also brings back a form of glass, the Mondglas or “moon glass” of the title. This material is light, strong and beautiful, and it proves to be recyclable. After 20 years, it takes over from normal glass and is used for everything, including jewellery. Winston tells the reporter of his Moon Glass Theory: he believes that the moon glass has emasculated scientists. Although there are no longer any wars on earth, neither are there any new scientific breakthroughs. The last progress made was the solution for recycling moon glass, which came to a female scientist in a dream.

Winston tells the reporter that he interviewed Alan T one last time before it was deactivated. He stresses that Alan T had dreams because it met a problem it could not solve with logic. In the final interview, Winston “hypnotises” Alan T and asks him about his dreams. Winston comes to the conclusion that Alan T did not dream; rather, it was tampered with so it would disregard the reality it discovered, that is, that there was a highly developed civilisation on Loki that did not want contact with such an aggressive species. Winston feels that it is the nature of (a masculine) humanity to want to conquer new worlds. That is why he thinks that the inhabitants of Loki sent the moon glass which acts like a type of drug, reducing the drive and aggression of humans (making them more female and conciliatory). The reporter was granted an interview with Winston, as long as she was not wearing any moon glass jewellery during the interview. When she leaves, the reporter decides not to put on the moon glass necklace she left with a nurse. When the nurse asks why she is leaving her necklace behind, the reporter replies that it is “an experiment with an uncertain outcome”. She will publish an article on Winston’s Moon Glass Theory about the influence of moon glass, which she wants to test for herself. Despite Winston’s unapologetic machismo, he hands over this task to a woman. I particularly enjoyed this radio drama’s play on sexist as well as SF tropes.

Why do I think SF/sci-phi radio dramatizations are so important? In my opinion, film is a pervasive medium – after years of watching Star Trek in its many guises, it has inevitably influenced what I imagine when I read the words “shuttle craft” in a story. A friend of mine who is a gifted artist feels that she only managed truly original work as a child; as an adult, her mind has been influenced by other art and images from the outside world. Radio dramas (like reading) allow us to flex our imaginative muscles that can atrophy if we only watch SF films where everything has already been imagined for us. And imagination allows us to ponder the deeper questions of life, the universe and everything. I will finish by quoting part of Emily Brontë’s poem “To imagination”, where she calls flights of fancy her “true friend” and solace from the pain in life:

But thou art ever there, to bring
The hovering vision back, and breathe
New glories o’er the blighted spring,
And call a lovelier Life from Death.
And whisper, with a voice divine,
Of real worlds, as bright as thine.

I trust not to thy phantom bliss,
Yet, still, in evening’s quiet hour,
With never-failing thankfulness,
I welcome thee, Benignant Power;
Sure solacer of human cares,
And sweeter hope, when hope despairs!

~

Bio:

Mina is a translator by day, an insomniac by night. Reading Asimov’s robot stories and Wyndham’s The Day of the Triffids at age eleven may have permanently warped her view of the universe. She publishes essays in Sci Phi Journal as well as “flash” fiction on speculative sci-fi websites and hopes to work her way up to a novella or even a novel some day.