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)”

The Night of the 5-MEO DMT Assassin (From Freaks in The Machine)

Feeling like a cosmic assassin on a mission to blow away everyone’s last shred of attachment to any and all social constructs, I set out with my pipe and my bundle.

Another segment from Freaks in the Machine: MONDO 2000 in 20th Century Tech Culture

R.U. Sirius

One fine Sunday, we had a party — it may have been for the release of one of our newsletters — and it was possibly the biggest we’d ever had. The backyard at Quail House looked almost like a small rock festival as attendees found their spots and, no doubt, dosed themselves with favorite hallucinogens.

I had just received a fairly large bundle of 5-meo-dmt, a substance similar to DMT (and the stuff that Queen Mu had discovered was in a certain type of toad venom) — but unlike DMT, a full dose was 5 instead of 35 milligrams. The experience was perhaps even more intense, but rather than entering a colorful infinitely-dimensional funhouse filled with elves and clowns, some of whom may try to convey a message, 5-meo put you into something very much like that tunnel heading towards the white light reported by so many who had been pulled back from death.

I must have been bored, because as the sun was starting to set — and after smoking a double dose — I decided to turn on every person there.

Feeling like a cosmic assassin on a mission to blow away everyone’s last shred of attachment to any and all social constructs, I set out with my pipe and my bundle.

Most of the attendees — veteran trekkers all — accepted my kind invitation and took their journey beyond the veil with aplomb.  Every once in awhile, I would do unto myself as I was doing unto others.  A few partiers rolled around on the ground in fear or clutched my arm tightly while I reassured them that they weren’t actually dead.

Finally, I entered the final room of the house, where some boys — I’d estimate they were in their late teens — were hanging.  Boy One took his dose and settled back calmly into the void. Boy Two, same thing.  I came to Boy Three, the night’s final target. A big dude with a punkish shock of spikey blonde hair. He took his big hit and, unlike most, he didn’t close his eyes.  He stared out at me in terror. His head jerked back and forth. I was ready for him to go totally Linda Blair on me.  Well, his head didn’t spin around in a complete circle, but he did projectile vomit (it wasn’t green). And then he laughed. He blinked a few times. And then he looked at me… “Dude, that was fucking awesome!”

 

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””