The Invention of Reality Hackers – A “Mutazine” (1988)

Something was starting to surface. Several small subcultures were drifting together, and some of these esoteric groupings included those who were creating the next economy. Clearly, we were positioned to become the magazine of a slow baking gestalt.

 

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

by R.U. Sirius

Some time in 1988, we made a rash decision. Despite High Frontiers relatively successful rise within the ‘zine scene (where 18,000 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. Sterling’s 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. Read more “The Invention of Reality Hackers – A “Mutazine” (1988)”

What’s It Like Being God? Pull Quotes from High Frontiers Issue #3

Pull quotes… from High Frontiers issue #3 for you to chew over. (High Frontiers was the predecessor to MONDO 2000.)

HF: What’s it like being God? Rosalie Blue: It’s like Doonesbury suddenly getting up off the paper and seeing that he’s always been flat.

 

 

They had to have a new domestic enemy and, of course, drugs are the perfect scapegoat. People that use drugs tend to be dissident.  Timothy Leary

 

 

…they were working on a combination L-dopa/parlodel on Parkinson’s patients in their 70s and 80s. The old ladies and old men started fucking like fiends. Durk Pearson

 

 

The human brain is 50,000 years out of date. It evolved in a nontechnological world where the basic tasks were hunting, gathering, agriculture.  Anonymous Unit

 

The machines produce immediate effects. I don’t think that they are as powerful and noticeable as the effects you might get from a chemical dose. Michael Hutchison

 

In the electronics field, when you put something out, you are protected only by your speed in putting the next thing out. Lee Felsenstein

 

Fringe scientists are interested in time travel, telepathy, psychokinesis, tantric sex, hypnosis, psychedelic drugs, wild card models of mind, God and universe  Nick Herbert Read more “What’s It Like Being God? Pull Quotes from High Frontiers Issue #3”

Operation Mindfuck Was Too Successful

Sartre said hell is other people. Now, hell is other people’s tweets or posts.They just irritate the crap out of all of us. The feeling is mutual.”

R.U. Sirius & Douglas Rushkoff in converation

I’m inspired by comments here from Grant Morrison and from John Shirley to share this again. It was previously posted on Medium on May 21

Sartre said hell is other people. Now, hell is other people’s tweets or posts.They just irritate the crap out of all of us. The feeling is mutual.”

On April 5, I was on Douglas Rushkoff’s Team Human radio show. We agreed to get the interview transcribed for possible publication somewhere.

I’ve decided that rather than trying to edit a truncated version to pitch to more popular websites, I’m just going to keep it conversational and run it here. Maybe less people will see it, but that’s ok. I get to say what I want.

I’ve added to my own spew as I edited. We hope you enjoy.

DOUGLAS RUSHKOFF: I came in contact with your work for the first time at a psychedelics conference in Los Angeles. Albert Hoffman and Laura Huxley [Aldous Huxley’s wife] were there. Timothy was there, and I think Ram Das and Ralph Metzner. It was the original psychedelics crowd.

And there were a bunch of issues of your first magazine, High Frontiers. And to me it was like a calling card from the future.

I was in my early 20’s, and your magazine was an amalgamation of everything that I had been interested in yet had never seen connected before: cultural, scientific, biological, cosmic, spiritual, and pharmacological advances, all in one place. How did physics and math and drugs and music and culture and transgender and cultural alchemy all end up considered part of the same strand of cultural information? How did you come up with that?

R.U. SIRIUS: In a way, it just came together in my head. I assumed that there were other people out there like me. Sort of like what Paul Krassner said about starting The Realist at the start of the ’60s. He put it out to meet the other aliens…

So this was a new generation of aliens.

And to me, the generational aspect of it was important. And the cultural aspect of it was important. Because even though I was from a generation that had a lot of hippies and deadheads and so on, we were also the people who created the cultures of punk and new wave. I was in my mid-twenties when all that came along and it was a refreshing blast to my pot-soaked mind.

So I was adapted for a very speedy, hyper, futuristic mentality by that, as well as by scientific ideas and psychedelic ideas and so forth.

And by the time we were doing High Frontiers in the mid-80s, one could clearly see the so-called digital revolution coming on, and one could be fairly optimistic about it… actually, radically over-optimistic. (laughter) So all these things just felt like the makings of a truly contemporary magazine.

DOUGLAS RUSHKOFF: High Frontiers really ran the full gamut of hallucinatory experiences. It was a flag in the sand. Leary had said, “Find the others.” And this was saying to a new generation, “Yes, there are others. These are our experiences.”

But then, you turned it into Reality Hackers and eventually Mondo 2000. It became the voice of this 21st century post-television, designer-reality society.

R.U. SIRIUS: Yeah, the Jetsons on DMT, as Mark Dery snarkily labeled it. Read more “Operation Mindfuck Was Too Successful”

Magic Works: An Interview with Grant Morrision Part 1

Given the options, who wouldn’t prefer to be rampaging around in higher planes, interacting with eternal archetypes and pop culture gods?

Interview by Robert Anton Wilson biographer Prop Anon, and Laura Kang, February 2017 in Brooklyn NY

I first encountered Grant Morrison at the Disinfo.com conference of 2000, organized by Disinfo’s founder, media magician, Richard Metzger. As I walked upstairs from the basement hangout zone of NYC’s Hammerstein Ballroom, at the beginning of his now legendary lecture, I heard Morrison’s bone-chilling scream into the microphone, which reminded me of another Morrison, and thought “Who the fuck is this guy?’ He then announced that he was drunk and had just eaten some hash and it was about to kick it in, all with a thick Scottish accent. Such punk rock antics won the rapt attention of the wild crowd, myself included, and over the course of the next hour or so, he voiced all the countercultural excitement of the moment. During that cold February day in New York City, Morrison’s message was clear, Magick works, but you should not take his word for it, you have do it yourself to learn how it works. Read more “Magic Works: An Interview with Grant Morrision Part 1”

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)

DMT

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””

William Gibson & Timothy Leary Discuss Neuromancer Game That Never Was (Audio)

 

cover photo by Morgan Russell

We were working on our first Mondo 2000 issue. It was going to be the cyberpunk theme issue and we’d gotten interviews with the major cyberpunk SF writers, except William Gibson. Gibson’s management wouldn’t put us in touch with him. And then we heard that he was coming to the Bay Area and we turned up the heat, but his press agent had him set up for interviews with major outlets only and we were nobody and it was just a brick wall. So somehow, publisher Queen Mu wound up on the phone with Timothy Leary complaining about this and Leary offered to let us transcribe a tape of him and Gibson in conversation about ideas for the game spinoff that would accompany the release of the film of Neuromancer all of this being planned then — back in 1989 (actually, plans began in ’86). Leary was going to lead the development of the game… at least conceptually. (Well, it was all conceptual, ultimately.) Read more “William Gibson & Timothy Leary Discuss Neuromancer Game That Never Was (Audio)”