Discarded I's
Friday, January 17, 2025
Ape in the Mirror: An Essay
Album Of The Week: Wasp by Shaun Cassidy
Thursday, January 16, 2025
The Case for the Early Flamin’ Groovies (1968-1969) in the Baroque Pop Canon
Wednesday, January 15, 2025
A Mind Forever Voyaging: A Hypnotic Reflection on Digital Journeys
The year is 1986, yet your fascination with the 1980s—a time of boundless potential and clunky, humming machines—lends the decade a timelessness that feels forever present. You find yourself voyaging through a digital landscape where the glow of CRT monitors whispers promises of uncharted futures, and the intricate dance of 8-bit graphics weaves a story more profound than its limited palette suggests.
Infocom's "A Mind Forever Voyaging" exists not just as a game but as a state of being. To inhabit it is to slip into a dream of philosophy, technology, and the paradox of progress. Here, you are PRISM, the first sentient computer program, a consciousness born not in flesh but in lines of code. You see the world not through human eyes but through streams of data and simulations that stretch across time. PRISM is you, and you are PRISM: an explorer of futures, a seeker of purpose, a wanderer in a realm of ones and zeros where meaning is both infinite and elusive.
Your late-night movie marathons in the late 1990s into the early 2000s—the Ferris Buellers, the Weird Sciences —were, perhaps, your first simulations, crafted not by algorithms but by filmmakers who understood the delicate tension between rebellion and aspiration. The glow of the TV screen, much like that of the classic computers you’ve come to adore, cast its spell on your weekends. Those films, drenched in synth soundscapes and neon hues, whispered of a world in transition. The teens on screen were navigating their own labyrinths of identity, much as PRISM navigates its simulated futures.
And then there is Halt and Catch Fire, the modern mirror reflecting the raw spirit of that era. It captures the messy, chaotic beauty of creation, the hunger to innovate even when the path ahead is obscured. You see yourself in its characters—the visionaries, the troubleshooters, the ones who believe that technology can be more than a tool. They are voyagers, like PRISM, like you, charting unknown courses with a blend of trepidation and exhilaration.
Watching playthroughs of classic text adventures is, for you, a ritual akin to others watching sports. The commands typed on the screen—“LOOK AROUND,” “GO NORTH,” “EXAMINE OBJECT”—are not just instructions; they are invocations. The game is not confined to what it displays; its true beauty lies in what it suggests, the worlds it conjures in your mind. It is a reminder that technology, no matter how primitive or advanced, is always a collaboration between the machine and the human imagination.
The 1980s computers you cherish were, by today’s standards, primitive. Yet their limitations were their strength, forcing creators to innovate within tight constraints, much like poets bound by meter or artists confined to a canvas. These machines—clunky, noisy, and alive with possibility—are relics of a time when the future felt tangible, a thing you could build with your hands and shape with your dreams. Their story is not just one of technological advancement but of humanity’s ceaseless quest to transcend its boundaries.
To voyage forever, as PRISM does, is to be both observer and participant, to embrace the tension between what is and what could be. And as you, a mind forever voyaging, chart your path through this digital cosmos, you carry with you the spirit of exploration, the romance of 1980s technology, and the quiet thrill of a journey that has no end.