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                               Voices In My Head                             MindVox: The Overture          Copyright (c) 1992, by Patrick Karel Kroupa (Lord Digital)                              All Rights Reserved       "...just as every cop is a criminal and all the sinners; saints"                      --The Rolling Stones (Jane's Addiction cover(*1))       Prelude       -------            This article has its inception in several dozen people  ask-       ing the same questions with fairly consistent regularity.  Namely       those of, "where'd you guys go?", "what's the deal with MindVox?"       and "what have you been doing for the last five years anyway?"            Overture does a decent job of tying up all of the above  and       then some, while providing a general overview about who we are at       Phantom Access and what we're in the process of doing with  Mind-       Vox.   Sections  of  this article self-plagiarize heavily from my       own writings in ENTROPY CALLING, which will be in a form suitable       for  publication sometime around the first quarter of 1993 at the       rate things are going right now.  My apologies for the perpetual-       ly  blown  deadlines  regarding  this  work, but something always       manages to pop up that requires my full attention, in  this  case       MindVox itself.            I've done what I could to make everything understandable  by       even  those  who  have no prior knowledge of who we are or what's       going on, hopefully I have  at  least  partially  succeeded.   If       something  is  briefly  touched upon and you don't understand its       significance, then it  probably  means  something  to  a  smaller       cross-section of people and you can safely ignore it.            While this is in many respects a personal account of my  own       journey  through  Cyberspace  and  what  it has meant to me and a       handful of my friends, on a larger scale the underlying theme and       basic  premise  of  how  the  electronic  universe  began and has       evolved is reflective of the experiences of countless people  who       have  been traversing the endless pathways of possibility with me       for most of their lives.       First Light       -----------       A long time ago, in a thoughtspace far away, an event that  would       forevermore alter the shape of human interaction took place . . .       But we're not here to talk about that, instead we're  gonna  dis-       cuss  computers  and how a couple of guys named Ward Christianson       and Randy Seuss wrote a program that would allow them to  be  set       up  as  a  kind of store-and-forward messaging system designed to       allow their circle of friends to interact with one another by us-       ing  these  things  called  modems . . . and how this event would       prove to be the first truly accessible step  into  the  uncharted       territory of what was to become Cyberspace.       From this empowering turning point in  the  late  seventies,  the       ideas,  dreams and fantasies that would transmute and amplify hu-       man potentials and evolutionary possibilities, broke  loose  from       the  shackles that primitive technology had imposed upon them and       began to spin the electronic universe into existence.       Still in the very early stages of its development, Cyberspace, or       the  "modem  world" as it is sometimes called, has until very re-       cently remained a largely untapped forum unique within the histo-       ry  of our world.  It is a rapidly shifting microcosm that in the       early part of the 1990's seems poised to engulf the reality  from       which  it  was born, weaving together the threads of tens of mil-       lions of diverse dreams, into one mercurial tapestry that  encom-       passes the collective consciousness of humanity and frees it from       all constraints.       The non-space of Cyberspace is a place where global changes  that       would  take years or even centuries outside of the online domain,       can occur in weeks or months.  It is a place  where  participants       from  all  over  the  world share a unique common-ground based on       nothing less nor more, than a belief in the same vision of possi-       bility.   It is a land where people who scoff at "The Elements of       Style" frequently write paragraphs, pages, and even novels,  full       of big words, huge concepts, and absolutely gargantuan amounts of       emoting -- while actually saying nothing tangible.  In  a  little       over a decade, the online microcosm has managed to experience the       equivalent of hundreds of years of evolution.  Not to mention the       creation of hundreds of words which have found their way into the       online lexicon despite the fact that nobody is  quite  sure  what       they mean in the first place.       During this turbulent period of rapid change the half-dozen  sys-       tems  of 1978, had grown to 45 or 50 electronic villages by 1980.       These were the original outposts of Cyberspace, running on hacked       together  systems, hooked into industrial 8" drives, and network-       ing at the blinding speed of  110  baud.   To  be  honest,  there       wasn't  really  a whole lot of high level philosophizing going on       regarding the brave new world that had dawned.  Actually, most of       the  conversation  tended  to focus on things along the lines of,       "How do you hook an 8" drive onto an Apple ][?"  and  "ANY  idiot       can  see  that  setting  the  7th bit high on the xdef reg is the       WRONG thing to do, OF COURSE it'll make the  program  crash,  are       you  stupid  or  something?"  It was a technological triumph, but       one that was for the most part, still lacking  many  of  the  key       participants that would shape the technology into designer reali-       ties.       As the seventies drew to a close, the  sterility  and  bare-bones       functionality that had predominated, began to make way for places       created by people who truly  wanted  something  unique  and  dif-       ferent.   The mere existence of the technology was no longer that       exciting, and as a greater number of people gained access to  the       hardware  needed to jack in, the first electronic tribes gathered       and began erecting monuments to their own ingenuity.       By the time the eighties were upon us,  the  handful  of  systems       that  had  thrived  during the latter half of the previous decade       had multiplied rapidly, giving birth to new systems on an  almost       daily  basis, and by 1982 there were close to a thousand outposts       on the frontier.  Hardware prices were  falling,  1200bps  modems       were  actually within the reach of many people who wanted to pur-       chase them, and the online domain was beginning to attract a wide       variety of participants from outside the technocratic elite.       A second pivotal point came during the summer of  1983  when  the       movie  WARGAMES  was  released.   Within several months the modem       world literally doubled in size.  An  entire  new  generation  of       people  were  about to take the plunge into electronic wonderland       and set off an explosive growth rate that has  not  slowed  since       then.  It was a major and irreversible nexus point that would be-       gin the abrupt transition from taking Cyberspace from  the  realm       of underground sub-culture to the forefront of mainstream media.       In retrospect the early eighties were the "golden age" of  Cyber-       space.  There truly was a new frontier just over the horizon, and       we were standing at the edge.  This period in the history of  the       electronic universe was unruly and chaotic, the first settlers on       the frontier wouldn't arrive for another decade or  so,  and  the       only  people  here  were a small collection of explorers eager to       embark on the next adventure.       Of course one of the problems with "standing on the edge" of any-       thing,  is  the  trail that led up to it.  You are there for some       reason, or usually a very complex series of  reasons,  that  have       shaped  your  life up until that point in time, and caused you to       become disenchanted with -- or feel limited by -- whatever situa-       tion  you  are  locked into in the consensual reality that we all       physically inhabit at present.  In other words, the "real  world"       isn't making you happy, and you want outta there.       Led by a an oddball contingent of misfits,  dropouts,  acidheads,       phreaks,  hackers,  hippies, scientists, students, guys who could       say "do0d, got any new wares?" with a straight  face  and  really       mean  it -- and quite often -- people who managed to combine many       of these attributes; the 1980's saw the rise of the first empires       and kingdoms of Cyberspace.       As romantic and wonderful as this seems, and was . . . a  lot  of       the people involved had been brutalized by life, and much of this       new reality was borne out of a tidal wave of pain  and  dissatis-       faction.  When I first became an active participant in this elec-       tronic nervous system that was just beginning to  experience  its       awakening;  I  was  a little over ten years old.  My early under-       standings of what this "place" was, were shaped by a  handful  of       people  whose  skills  I admired and sought to emulate, yet whose       lives I felt great pity and sadness for.       There were of course exceptions, people who were so high  on  the       potential  of  this  technology  and  the completely new level of       reality it could bring, that nothing more than a  love  of  their       creation drove them onwards.  But these people were pretty uncom-       mon, most of the pioneers were guys who were simply unhappy . . .       or to be more exact, so unhappy that they had given up on finding       joy in the "real world"  and  were  constructing  a  rocket  ship       called Cyberspace to get them out of here as fast as possible.       "Peace, love and happiness" was not  exactly  the  driving  force       behind the rise of the electronic domains.  A more realistic ral-       lying cry was one of "Gee this technology is neat, and I'm  gonna       use it to make a whole new world where I can be happy and none of       you can ever bother me again.  You'll all be sorry, just wait and       see!"   They  were  building  the  cult of high technology in the       hopes that it would somehow save them from whatever they  thought       had prevented them from attaining happiness anywhere else.       Sadly enough "they" were not THOSE PEOPLE, "they" had become "us"       and  while the first steps into this place had been made possible       by the phone phreaks and misfits of yesterday, the  online  world       was exploding and changing at an incredible velocity, the rest of       society was about to take notice in a big way, and a  handful  of       disenfranchised  teenagers  had seized the reigns and were in the       early stages of walking into the spotlight and taking the  status       quo for a big ride . . .       The Fall       --------       Everything really was this big beautiful game, and here  we  were       with an overview of the whole jigsaw puzzle, and the sudden power       to do anything we wanted to do with it.  For the  first  time  in       recent  history you COULD reach out and change reality, you could       DO STUFF that effected EVERYTHING and EVERYONE, and you were sud-       denly  living  this  life  that was like something out of a comic       book or adventure story.  In a place filled  with  magical  lands       and  fantastic  people  who you had only read about, and suddenly       you WERE actually talking to Timothy Leary,  or  Steven  Wozniak,       and some guy who was just on the cover of a magazine was speaking       with you and thought that YOU were cool,  and  then  finally  you       were  IN  the  magazines  and  at the forefront of an entire sub-       culture that was being  rapidly  assimilated  into  the  cultural       mythos.       It was a VERY interesting time and place in which to grow up.       Of course the problem is a lot of us didn't grow up.  At  a  cer-

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