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Authors: Catherynne M. Valente

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BOOK: The Melancholy of Mechagirl
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Bold helvetica across mid-screen:

Samson Guards Your Strength.

Fade to white.

TEN GREYS

Martin watched his brother. The handsome Thomas. The promising Thomas. The fruitful and multiplying Thomas. Twenty-nine million per mil Thomas. Their father (24 million) didn’t even try to fight his joyful tears as he pinned the golden dove on his son’s chest. His good son. His true son. For Thomas the Office in the city. For Thomas the planning and pleasing and roasted chickens and martinis. For Thomas the children as easy as pencil drawings.

For Martin Stone, 2 million per milliliter and most of those dead, a package. In a nice box, to be certain. Irradiated teak. It didn’t matter now anyway. Martin knew without looking what lay nestled in the box. A piece of paper and a bottle. The paper was an ordnance unknown until he opened the box. It was a lottery. The only way to be fair. It was his ticket.

It might request that he present himself at his local Induction Center at 0900 at the close of the school year. To be shipped out to the Front, which by then might be in Missouri for all anyone knew. He’d suit up and boot it across the twisted, bubbled moonscape of the Sea of Glass. An astronaut. Bouncing on the pulses from Los Alamos to the Pacific. He would never draw again. By Christmas, he wouldn’t have the fine motor skills.

Or it would request just as politely that he arrange for travel to Washington for a battery of civic exams and placement in government service. Fertile men couldn’t think clearly, didn’t you know? All that sperm. Can’t be rational with all that business sloshing around in there. Husbands couldn’t run things. They were needed for more important work. The most important work. Only Brothers could really view things objectively. Big picture men. And women, Sisters, those gorgeous black chip girls with 3-Alpha running cool and sweet in their veins. Martin would probably pull Department of Advertising and Information. Most people did. Other than Defense, it was the biggest sector going. The bottle would be Arcadia. For immediate dosage, and every day for the rest of his life. All sex shall be potentially reproductive. Every girl screwing a Brother is failing to screw a Husband and that just won’t do. They said it tasted like burnt batteries if you didn’t put it in something. The first bottle would be the pure stuff, though. Provided by Halcyon, Your Friend in the Drug Manufacturing Business. Martin would remember it, the copper sear on the roof of his mouth. After that, a whole aisle of choices. Choices, after all, make you who you are. Arcadia or Kool. Brylcreem or Samson.

Don’t worry, Martin. It’s a relief, really. Now you can really get to work. Accomplish something. Carve out your place. Sell the world to the world. You could work your way into the Art Department. Keep drawing babies in carriages. Someone else’s perfect quads, their four faces laughing at you forever from glossy pages.

Suddenly Martin found himself clasped tight in his Father’s arms. Pulling the box out of his boy’s hands, reading the news for him, putting it aside. His voice came as rough as warm gin and Martin could hardly breathe for the strength of his Father’s embrace.

Thomas Walker squeezed his brother’s hand. Martin did not squeeze back.

VELOCITY MULTIPLIED BY DURATION

Sylvie’s Father was with them that week. He was proud. They bought a chicken from Mrs. Stone and killed it together, as a family. The head popped off like a cork. Sylvie stole glances at him at the table. She could see it now. The chocolate hair. The tallness. Hannah framed her Presentation Scroll and hung it over the fireplace.

Sylvie flushed her Spotless trousseaux down the toilet.

She wasn’t angry. You can’t get angry just because the world’s so much bigger than you and you’re stuck in it. That’s just the face of it, cookie. A poisoned earth, a sequined dress, a speculum you can play like the spoons. Sylvie wasn’t angry. She was silent. Her life was Mrs. Patterson’s life. People lived in all kinds of messes. She could make rum balls. And treat soil samples and graft cherry varieties and teach some future son or daughter Japanese three weeks a month where no one else could hear. She could look up Bouffant’s friend and buy her a stiff drink. She could enjoy the brief world of solitude and science and birth like red skies dawning. Maybe. She had time.

It was all shit, like that Polish kid who used to hang around the soda fountain kept saying. It was definitely all shit.

On Sunday she went out to the garage again. Vita-Pops and shadows. Clark slipped in like light through a crack. He had a canister of old war footage under his arm. Stalingrad, Berlin, Ottawa. Yellow shirt with green stripes. Nagasaki and Tokyo, vaporizing like hearts in a vast, wet chest. The first retaliation. Seattle, San Francisco, Los Angeles. Clark reached out and held her hand. She didn’t squeeze back. The silent detonations on the white sheet like sudden balloons, filling up and up and up. It looked like the inside of Sylvie.

“This is my last visit,” Clark said.
“School year’s over.” His voice sounded far away, muffled, like he didn’t even know he was talking. “Car’s coming in the morning. Me and Grud are sharing a ride to Induction. I think we get a free lunch.”

Sylvie wanted to scream at him. She sucked down her pop, drowned the scream in bubbles.

“I love you,” whispered Clark Baker.

On the sheet, the Golden Gate Bridge vanished.

Sylvie rolled the reel back. They watched it over and over. A fleck of nothing dropping out of the sky and then, then the flash, a devouring, brain-boiling, half-sublime sheet of white that blossomed like a flower out of a dead rod, an infinite white everything that obliterated the screen.

Fade to black.

And over the black, a cheerful fat man giving the thumbs up to Sylvie, grinning:

Buy Freedom Brand Film! It’s A-OK!

THE EMPEROR OF TSUKAYAMA PARK

When first the word was spoken, I heard:
Tsuki-yama
—Lord Moon.
And for me, the moon settled onto a dais, with
sixteen-pointed chrysanthemums in his phosphor-hands,
topknot oiled with seaweed and orange,
his
hakama
fringed in silver worms
which wove on and on,
flooding the nightingale-floor with silk.
The folds of his sleeves creased blue and black
in signet-shadows, descending like stairs to me,
in a poor, threadbare
yukata
,
my sallow Western skin protruding,
forehead pressed to his white
tatami
.
For me, the moon extended a branch of heavy plums
and with well-water eyes forgave my ignorance of protocol,
my botched
obi
, my hair unpinned and ragged.
When winter came to Tsukayama Park,
it seemed to me that the strange-limbed tigers
of his wall-hangings
rumbled like clouds, and I was permitted to watch
the sparrows spiral up to his ashen ear. Under his cratered arms,
I knelt, and whispered tears into the
hiragana
of my palm-lines,
obscuring the text with salt and snow.
For him, I was always penitent.
I did not question his rule over the cherry trees, the green tide,
the steam of tea in a glazed cup. I allowed him to stifle
my breath in twelve layers of white silk, to paint me a new mouth,
to fold back my hair in beryl combs
that cut my scalp with piscine teeth. For him, I pressed out my pride,
flat as a river, and bowed my face to the floor.
When summer came to Tsukayama Park
it seemed to me that his voice was the thrust-cry of cicadas,
that the wind beat drums of star-hide, that I had
learnt the angle of the closed mouth
well enough to pass for one of his own.
But in the midst of my prostrations, my rain-hymns,
the steeping of my braids in inkwells,
I heard a woman laugh at me.
She said that the word was
Tsukayama
—top of the hill—nothing more.
And for me, the moon was excised from the sky.
I had no grace left but my face flattened into sun-cracked dirt,
no patron but the feet of a false moon,
evaporated into plain grass and a stone stair.
My kimono dissolved to water,
and the sparrows turned in shame
from my nakedness.

KILLSWITCH

In the spring of 1989 the Karvina Corporation released a curious game, whose dissemination among American students that fall was swift and furious, though its popularity was ultimately short-lived.

The game was
Killswitch
.

On the surface it was a variant on the mystery or horror survival game, a precursor to the
Myst
and
Silent Hill
franchises. The narrative showed the complexity for which Karvina was known, though the graphics were monochrome, vague grey and white shapes against a black background. Slow MIDI versions of Czech folk songs played throughout. Players could choose between two avatars: an invisible demon named Ghast or a visible human woman, Porto. Play as Ghast was considerably more difficult due to his total invisibility, and players were highly liable to restart the game as Porto after the first level, in which it was impossible to gauge jumps or aim. However, Ghast was clearly the more powerful character—he had fire-breath and a coal-steam attack, but as it was above the skill level of most players to keep track of where a fire-breathing, poison-dispensing invisible imp was on their screens once the fire and steam had run out, Porto became more or less the default.

Porto’s singular ability was seemingly random growth—she expanded and contracted in size throughout the game. A Kansas engineering grad claimed to have figured out the pattern involved, but for reasons which will become obvious, his work was lost.

Porto awakens in the dark with wounds in her elbows, confused. Seeking a way out, she ascends through the levels of a coal mine in which it is slowly revealed she was once an employee, investigating its collapse and beset on all sides by demons similar to Ghast, as well as dead foremen, coal-golems, and demonic inspectors from the Sovatik corporation, whose boxy bodies are clothed in red, the only color in the game. The environment, though primitive, becomes genuinely uncanny as play progresses. There are no “bosses” in any real sense—Porto must simply move physically through tunnels to reach subsequent levels while her size varies wildly through interlevel spaces.

The story that emerges through Porto’s discovery of magnetic tapes, files, mutilated factory workers who were once her friends, and deciphering an impressively complex code inscribed on a series of iron axes players must collect (This portion of the game was almost laughably complex and defeated many players until “Porto881” posted the cipher to a Columbia BBS. Attempts to contact this player have been unsuccessful, and the username is no longer in use on any known service.) is that the foremen, under pressure to increase coal production, began to falsify reports of malfunctions and worker malfeasance in order to excuse low output, which incited a Sovatik inspection. Officials were dispatched, one for each miner, and an extraordinary story of torture unfolds, with fuzzy and indistinct graphics of red-coated men standing over workers, inserting small knives into their joints whenever production slowed. (Admittedly, this is not a very subtle critique of Soviet-era industrial tactics, and as the town of Karvina itself was devastated by the departure of the coal industry, more than one thesis has interpreted Killswitch as a political screed.)

After solving the axe code, Porto finds and assembles a tape recorder, on which a male voice tells her that the fires of the earth had risen up in their defense and flowed into the hearts of the decrepit, pre-revolution equipment they used and wakened them to avenge the workers. It is generally assumed that the “fires of the earth” are demons like Ghast, coal fumes and gassy bodies inhabiting the old machines. The machines themselves are so “big” that the graphics elect to show only two or three gear teeth or a conveyor belt rather than the entire apparatus. The machines drove the inspectors mad, and they disappeared into caverns with their knives (only to emerge to plague Porto, of course). The workers were often crushed and mangled in the onslaught of machines, who were neither graceful nor discriminating. Porto herself was knocked into a deep chasm by a grief-stricken engine, and her fluctuating size, if it is real and not imagined, is implied to be the result of poisonous fumes inhaled there.

What follows is the most cryptic and intuitive part of the game. There is no logical reason to proceed in the “correct” way, and again it was Porto881 who came to the rescue of the fledgling
Killswitch
community. In the chamber behind the tape recorder is a great furnace where coal was once rendered into coke. There are no clues as to what she is intended to do in this room. Players attempted nearly everything, from immolating her to continuing to process coal as if the machines had never risen up. Porto881 hit upon the solution and posted it to the Columbia boards. If Porto ingests the raw coke, she will find her body under control, and can go on to fight her way out of the final levels of the mine, which are impassable in her giant state, clutching the tape containing this extraordinary story. However, as she crawls through the final tunnel to emerge aboveground, the screen goes suddenly white.

Killswitch
, by design, deletes itself upon player completion of the game. It is not recoverable by any means; all trace of it is removed from the user’s computer. The game cannot be copied. For all intents and purposes it exists only for those playing it and then ceases to be entirely. One cannot replay it, unlocking further secrets or narrative pathways; one cannot allow another to play it; and perhaps most importantly, it is impossible to experience the game all the way to the end as both Porto and Ghast.

Predictably, player outcry was enormous. Several routes to solve the problem were pursued, with no real efficacy. The first and most common was to simply buy more copies of the game, but Karvina Corp. released only five thousand copies and refused to press further editions. The following is an excerpt from their May 1990 press release:

Killswitch
was designed to be a unique playing experience: like reality, it is unrepeatable, unretrievable, and illogical. One might even say ineffable. Death is final; death is complete. The fates of Porto and her beloved Ghast are as unknowable as our own. It is the desire of the Karvina Corporation that this be so, and we ask our customers to respect that desire. Rest assured Karvina will continue to provide games of the highest quality to the West, and that
Killswitch
is merely one among our many wonders.

This did not have the intended effect. The word “beloved” piqued the interest of committed, even obsessive players, as Ghast is not present in any portion of Porto’s narrative. A rush to find the remaining copies of the game ensued, with the intent of playing as Ghast and discovering the meaning of Karvina’s cryptic word. The most popular theory was that Ghast would at some point become the fumes inhaled by Porto, changing her size and beginning her adventure. Some thought this was wishful thinking, that if only Ghast’s early levels were passable one would somehow be able to play as both simultaneously. However, by this time no further copies appeared to be available in retail outlets. Players who had not yet completed the game attempted Ghast’s levels frequently, but the difficulty of actually playing this enigmatic avatar persisted, and no player has ever claimed to have finished the game as Ghast. One by one, the lure of Porto’s lost, unearthly world drew them back to her, and one by one, they were compelled toward the finality of the vast white screen.

To find any copy usable today is an almost unfathomably rare occurrence; a still shrink-wrapped copy was sold at auction in 2005 for $733,000 to Yamamoto Ryuichi of Tokyo. It is entirely possible that Yamamoto’s is the last remaining copy of the game. Knowing this, Yakamoto had intended to open his play to all enthusiasts, filming and uploading his progress. However, to date, the only film that has surfaced is a one minute and forty-five second clip of a haggard Yamamoto at his computer, the avatar-choice screen visible over his right shoulder.

Yamamoto is crying.

BOOK: The Melancholy of Mechagirl
12.54Mb size Format: txt, pdf, ePub
ads

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