Reality Hackers Soapbox 1989 Information is True Capital

by Jas. Morgan and Accomplices (intro by R.U. Sirius)

This piece, written and published in 1989, ran in Reality Hackers, the forerunner of MONDO 2000. It rather states a premise of the digital revolution that was one of the guiding lights of the MONDOid experience, particularly in its early days. Now I am writing a book that discusses many of the memes and assumptions that undergirded both MONDO and the digital idealism of those times.

Do these ideas still hold up? Please share your thoughts.

R.U. Sirius

Information is true capital. Grain rots, you can’t eat gold, you might not need medicines. All of these commodities, capital, have been used for centuries as barter. But what makes doctors, genetic engineers and, for that matter, plumbers, wealthy? Knowledge, information, data. You can learn to grow crops, mine gold, practice alchemy. Proudhon stated the crux of the matter in three simple koans: “Property is theft. Property is freedom. Property is impossible.” Information equals property.

Property is theft. All that we know, we have learned. All that we have discovered has been extrapolated. We have simply stolen and built upon the ideas of those who have gone before us, from language to the lever, from agriculture to the atom bomb.

Property is freedom. No one can steal your ideas. While others may utilize your concepts for their own gain, you can still profit from them as well. Einstein articulated the concept of General Relativity and atomic theory, which much to his chagrin was used to develop nuclear weaponry. Nobody owns ideas and nobody can control them.

Property is impossible. Information is free. In fact, information is taken for granted, as we daily communicate with symbols and concepts developed by people other than ourselves. We build the tools to build the tools to build the tools. The Zen meditation on Proudhon’s concepts is left to the reader.

The personal computer revolution has vastly empowered the individual. Yet it is a fragile and vulnerable system. Individuals have at their command the means to capriciously misuse the technology. Those who hoard, damage, or destroy signals are committing a crime against Species Intelligence. The hackers are true Prometheans and the guardian of personal liberties. Yet the hackers must forge a new ethic to guide them or they’re in danger of being scapegoated for what is mostly intercorporate sabotage. The communication of ideas is the very essence of this magazine. We promote and endorse maximum neural fluxibility. A continuous stream of data allows you to integrate new models into your self-created reality, and discard outmoded ones. There are those who cling tenaciously to the security of their present belief systems. And there are the intellectual faddists who will exchange their current model in favor of any new model. Reality Hackers believes the best model is what works — more importantly, what works for you.. But be aware. We attempt to widen the bandwidth and present as many and varied ideas as possible. We are willing to entertain nearly any notion provided that it’s resonant and interesting. So don’t believe everything you read. Think for yourself.

by Jas. Morgan and accomplices


Becoming “Reality Hackers”


His (Sterling’s) famous introduction for that book (Mirrorshades), describing what cyberpunk was doing in fiction — seemed to express precisely what a truly contemporary transmutational magazine should be about.

the transition from MONDO 2000 to Reality Hackers — excerpt from Freaks in the Machine MONDO 2000 in late 20th Century Technoculture (yes… still in progress)

R.U. Sirius

Some time in 1988, we made a rash decision. Despite High Frontiers relatively successful rise within the ‘zine scene (where 15,000 in sales was solid), we decided to change the name of the magazine itself to Reality Hackers.

It was my idea.

We’d been hipped to cyberpunk SF and I’d read Gibson’s Neuromancer and Sterling’s Mirrorshades collection. His famous introduction for that book, describing what cyberpunk was doing in fiction — seemed to express precisely what a truly contemporary transmutational magazine should be about.

Here are some parts of it: “The term, (cyberpunk) captures something crucial to the work of these writers, something crucial to the decade as a whole: a new kind of integration. The overlapping of worlds that were formerly separate: the realm of high tech, and the modern pop underground.

“This integration has become our decade’s crucial source of cultural energy. The work of the cyberpunks is paralleled throughout the Eighties pop culture: in rock video; in the hacker underground; in the jarring street tech of hip hop and scratch music; in the synthesizer rock of London and Tokyo. This phenomenon, this dynamic, has a global range; cyberpunk is its literary incarnation…

An unholy alliance of the technical world and the world of organized dissent — the underground world of pop culture, visionary fluidity, and street-level anarchy…

For the cyberpunks… technology is visceral. It is not the bottled genie of remote Big Science boffins; it is pervasive, utterly intimate. Not outside us, but next to us. Under our skin; often, inside our minds.

Certain central themes spring up repeatedly in cyberpunk. The theme of body invasion: prosthetic limbs, implanted circuitry, cosmetic surgery, genetic alteration. The even more powerful theme of mind invasion: brain-computer interfaces, artificial intelligence, neurochemistry — techniques radically redefining — the nature of humanity, the nature of the self. The Eighties are an era of reassessment, of integration, of hybridized influences, of old notions shaken loose and reinterpreted with a new sophistication.

Cyberpunk favors “crammed” loose: rapid, dizzying bursts of novel information, sensory overIoad that submerges the reader in the literary equivalent of the hard-rock “wall of sound.” Well, then… Read more “Becoming “Reality Hackers””

From “Freaks In The Machine: MONDO 2000 in 20th Century Tech Culture”

From the MONDO 2000 history book/memoir Freaks In The Machine: MONDO 2000 in 20th Century Tech Culture, yes, still in progress

by R.U. Sirius

Definition Of Vital Terms & Concepts (As Used In The Book)


The extremely powerful psychedelic drug DMT – Dimethyltryptamine — was a big part of the MONDO weltanschauung, subject to quite a bit of use and even more discussion. DMT is smoked and its effects last about 5-10 minutes. It is arguably the most powerful psychedelic experience, although that is not to be confused with deleriants. Deleriants such as Belladonna (Scopolamine) can take you even further from ordinary reality but the experience generally can’t be remembered and offers no insights or alterations to the imbiber. Read more “From “Freaks In The Machine: MONDO 2000 in 20th Century Tech Culture””