Orson Card - Maps in a Mirror - The Short Fiction of Orson Scott Card

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Maps in a Mirror For the hundreds of thousands who are newly come to Card, here is chance to experience the wonder of a writer so versatile that he can handle everything from traditional narrative poetry to modern experimental fiction with equal ease and grace. The brilliant story-telling of the Alvin Maker books is no accident; the breathless excitement evoked by the Ender books is not a once-in-a-lifetime experience.
In this enormous volume are forty-six stories, plus ten long, intensely personal essays, unique to this volume. In them the author reveals some of his reasons and motivations for writing, with a good deal of autobiography into the bargain.
THE SHORT FICTION OF ORSON SCOTT CARD brings together nearly all of Card’s stories, from his first publications in 1977 to work as recent as last year. For those readers who have followed this remarkable talent since the beginning, here are all those amazing stories gathered together in one place, with some extra surprises as well. For the hundreds of thousands who are newly come to Card, here is a chance to experience the wonder of a writer so talented, so versatile that he can handle everything from traditional narrative poetry to modern experimental fiction with equal ease and grace. The brilliant story-telling of the Alvin Maker books is no accident; the breathless excitement evoked by ENDER’S GAME is riot a once-in-a-lifetime experience.
In this enormous volume are 46 stories, broken into five books: Ten fables and fantasies, fairy tales that sometimes tell us truths about ourselves; eleven tales of dread—and commentary that explains why dread is a much scarier emotion than horror; seven tales of human futures—science fiction from a master of extrapolation and character; six tales of death, hope, and holiness, where Card explores the spiritual side of human nature; and twelve lost songs.
The Lost Songs are a special treat for readers of this hardcover volume, for here are gathered tales which will not see print again. Here are Card’s stories written for Mormon children, a pair that were published in small literary magazines, a thoughtful essay on the writing of fiction, and three major works which have, since their original publication, been superseded by novel-, or more than novel-length works. First, there is the original novella-length version of Card’s Hugo and Nebula Award-winning novel, ENDER’S GAME. Then there is “Mikal’s Songbird”, which was the seed of the novel SONGMASTER; “Mikal’s Songbird” will never be published again. And finally, the narrative poem “Prentice Alvin and the No-Good Plow”—here is the original inspiration for the Alvin Maker series, an idea so powerful that it could not be contained in a single story, or a hundred lines of verse, but is growing to become the most original American fantasy ever written.
MAPS IN A MIRROR is not just a collection of stories, however complete. This comprehensive collection also contains nearly a whole book’s worth of
material. Each section begins and ends with long, intensely personal introductions and afterwords; here the author reveals some of his reasons and motivations for writing what he writes—and a good deal of autobiography into the bargain.
ORSON SCOTT CARD grew up in Utah and attended Brigham Young University, where he studied drama. Card’s early writing career was devoted to plays; he had his own theater company, which was successful for a number of years. Card spent his missionary years in Brazil, learning to speak fluent Portuguese. He now lives in Greensboro, North Carolina, with his wife and three children. From book flaps:

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Then we showered, making jokes about how we could have used some seagulls to eat up our invasion of crickets, like the Mormon pioneers got in Salt Lake. Then we went back to sleep.

It wasn’t just crickets, though. That morning in the kitchen Kristine called me again: There were dead June bugs about three inches deep in the window over the sink, all down at the bottom of the space between the regular glass and the storm window. I opened the window to vacuum them out, and the bug corpses spilled all over the kitchen counter. Each bug made a nasty little rattling sound as it went down the tube toward the vacuum filter.

The next day the window was three inches deep again, and the day after. Then it tapered off. Hot fun in the summertime.

We called the landlord to ask whether he’d help us pay for an exterminator. His answer was to send his father over with bug spray, which he pumped into the crawl space under the house with such gusto that we had to flee the house and drive around all that Saturday until a late afternoon thunderstorm blew away the stench or drowned it enough that we could stand to come back.

Anyway, what with that and Charlie’s continuing problems, Kristine didn’t notice what was happening with the video games at all. It was on a Sunday afternoon that I happened to be in the kitchen, drinking a Diet Coke, and heard Scotty laughing out loud in the family room.

That was such a rare sound in our house that I went and stood in the door to the family room, watching him play. It was a great little video game with terrific animation: Children in a sailing ship, battling pirates who kept trying to board, and shooting down giant birds that tried to nibble away the sail. It didn’t look as mechanical as the usual video game, and one feature I really liked was the fact that the player wasn’t alone—there were other computer-controlled children helping the player’s figure to defeat the enemy.

“Come on, Sandy!” Scotty said. “Come on!” Whereupon one of the children on the screen stabbed the pirate leader through the heart, and the pirates fled.

I couldn’t wait to see what scenario this game would move to then, but at that point Kristine called me to come and help her with Charlie. When I got back, Scotty was gone, and Geoffrey and Emily had a different game in the Atari.

Maybe it was that day, maybe later, that I asked Scotty what was the name of the game about children on a pirate ship. “It was just a game, Dad,” he said.

“It’s got to have a name.”

“I don’t know.”

“How do you find the disk to put it in the machine?”

“I don’t know.” And he sat there staring past me and I gave up.

Summer ended. Scotty went back to school. Geoffrey started kindergarten, so they rode the bus together. Most important, things settled down with the newborn, Charlie—there wasn’t a cure for cerebral palsy, but at least we knew the bounds of his condition. He wouldn’t get worse, for instance. He also wouldn’t get well. Maybe he’d talk and walk someday, and maybe he wouldn’t. Our job was just to stimulate him enough that if it turned out he wasn’t retarded, his mind would develop even though his body was so drastically limited. It was do-able. The fear was gone, and we could breathe again.

Then, in mid-October, my agent called to tell me that she’d pitched my Alvin Maker series to Tom Doherty at TOR Books, and Tom was offering enough of an advance that we could live. That plus the new contract for Ender’s Game, and I realized that for us, at least, the recession was over. For a couple of weeks I stayed on at Compute! Books, primarily because I had so many projects going that I couldn’t just leave them in the lurch. But then I looked at what the job was doing to my family and to my body, and I realized the price was too high. I gave two weeks’ notice, figuring to wrap up the projects that only I knew about. In true paranoid fashion, they refused to accept the two weeks—they had me clean my desk out that afternoon. It left a bitter taste, to have them act so churlishly, but what the heck. I was free. I was home.

You could almost feel the relief. Geoffrey and Emily went right back to normal; I actually got acquainted with Charlie Ben; Christmas was coming (I start playing Christmas music when the leaves turn) and all was right with the world. Except Scotty. Always except Scotty.

It was then that I discovered a few things that I simply hadn’t known. Scotty never played any of the video games I’d brought home from Compute! I knew that because when I gave the games back, Geoff and Em complained bitterly—but Scotty didn’t even know what the missing games were. Most important, that game about kids in a pirate ship wasn’t there. Not in the games I took back, and not in the games that belonged to us. Yet Scotty was still playing it.

He was playing one night before he went to bed. I’d been working on Ender’s Game all day, trying to finish it before Christmas. I came out of my office about the third time I heard Kristine say, “Scotty, go to bed now!”

For some reason, without yelling at the kids or beating them or anything, I’ve always been able to get them to obey when Kristine couldn’t even get them to acknowledge her existence. Something about a fairly deep male voice—for instance, I could always sing insomniac Geoffrey to sleep as an infant when Kristine couldn’t. So when I stood in the doorway and said, “Scotty, I think your mother asked you to go to bed,” it was no surprise that he immediately reached up to turn off the computer.

I’ll turn it off,” I said. “Go!”

He still reached for the switch.

“Go!” I said, using my deepest voice-of-God tones.

He got up and went, not looking at me.

I walked to the computer to turn it off, and saw the animated children, just like the ones I’d seen before. Only they weren’t on a pirate ship, they were on an old steam locomotive that was speeding along a track. What a game, I thought. The single-sided Atari disks don’t even hold a 100K, and here they’ve got two complete scenarios and all this animation and—

And there wasn’t a disk in the disk drive.

That meant it was a game that you upload and then remove the disk, which meant it was completely RAM resident, which meant all this quality animation fit into a mere 48K. I knew enough about game programming to regard that as something of a miracle.

I looked around for the disk. There wasn’t one. So Scotty had put it away, thought I. Only I looked and looked and couldn’t find any disk that I didn’t already know.

I sat down to play the game—but now the children were gone. It was just a train. Just speeding along. And the elaborate background was gone. It was the plain blue screen behind the train. No tracks, either. And then no train. It just went blank, back to the ordinary blue. I touched the keyboard. The letters I typed appeared on the screen. It took a few carriage returns to realize what was happening—the Atari was in memo-pad mode. At first I thought it was a pretty terrific copy-protection scheme, to end the game by putting you into a mode where you couldn’t access memory, couldn’t do anything without turning off the machine, thus erasing the program code from RAM. But then I realized that a company that could produce a game so good, with such tight code, would surely have some kind of sign-off when the game ended. And why did it end? Scotty hadn’t touched the computer after I told him to stop. I didn’t touch it, either. Why did the children leave the screen? Why did the train disappear? There was no way the computer could “know” that Scotty was through playing, especially since the game had gone on for a while after he walked away.

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