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Joe Haldeman: Worlds Enough and Time

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Joe Haldeman Worlds Enough and Time

Worlds Enough and Time: краткое содержание, описание и аннотация

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In the last volume of the parable of Earth’s destruction and humanity’s doomed flight from it, Mariane O’Hara frantically records the lives of her family and contemporaries when most of the earth’s history and literature is wiped out from computer banks. Written in the form of a diary, these are the reflections of a remarkable woman on the circumstances of her life aboard “New Home,” a traveling space station that represents the last remnants of humanity bound for an uncertain destination. This conclusion to the “Worlds” trilogy ( , LJ 3/15/81; , LJ 9/15/83) demonstrates Haldeman at his peak, an accomplished envisioner of the distant future. Unlike many technologically oriented sf adventures, this one features memorable characters and a well-integrated plot. Purchase where the author has a following or where hard sf is popular. [Contained a table. Best viewed with CoolReader.] Publisher’s Weekly Library Journal Nebula Award-winner Haldeman ( ) concludes his Worlds trilogy with this smooth, sophisticated novel of interstellar travel. With the earth a war-blasted ruin, civilization’s last outposts are the orbital habitats known as Worlds. From one of these, New New York, the starship New home sets out for an earth-like planet in the Epsilon Eridani system. It carries thousands of colonists, including Marianne O’Hara (the resilient heroine of the previous volumes) and her extended marriage unit (or “line”) of John, Daniel and Evelyn. When Newhome is a year out, a rogue radio transmission scrambles their computer data, ranging from history and literature to physics and engineering, and communication from New New York ceases; perhaps this World has been annihilated. The colonists must press on for Epsilon, recovering whatever data they can and coping with further challenges, among them a crop blight and a persuasive new shipboard religion. Meanwhile O’Hara and her spouses endure more private tragedies. Haldeman shows his strengths here: the workings of Newhome are believably complex, the novel’s scientific background is neither strained nor especially complicated, and the reader’s attention is focused on O’Hara’s character, her inner life and her interpersonal relationships. Although the plot takes a sudden and unfortunate turn at the very end, Haldeman offers an appealing, humanistic finish to this acclaimed series. (May)

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2. A CHANCE TO DREAM

PRIME

O’Hara and her staff of twenty-six had more than a thousand diversions to offer Newhome’ s population. Most of the activities required very little in the way of administration other than keeping track of what went where: If you wanted to play chess, you went to the Game Room door and a person of adequate intelligence would figure out what day it would be one week hence, and loan you a set until then. If you didn’t bring it back in a week, you would be called automatically every hour until you did bring it back—and it better not be missing a pawn; there was no way to send for a replacement. (On the other hand, the piece was bound to be somewhere . If someone had accidentally or perversely thrown it away, the recycler would identify it and buzz Entertainment.)

Some activities were more complicated because they required people or equipment primarily assigned to other departments. Religion had a claim on yoga, hamblin, and t’ai chi, but O’Hara’s people also offered them, in a neutral secular context. Education had a hand in music, drama, and gymnastics. Communication was involved with social networking, and possibly New New Liaison as well, if your friend had stayed behind.

By far the most complicated was the Escape Room, a room with ten VR, virtual reality, installations. Every adult accumulated one minute per day of time on these machines. Five minutes was the minimum; some people wanted to come in every five days for a quick blast. Others saved up sixty days for the maximum hour of dream tripping. Some people wanted to come in wit friends and be wired in parallel, simultaneously wandering through an imaginary or remembered world.

Children were allowed to use certain game programs, and restricted travelogues that were really only an elaborate form of interactive cube. Usually nine at a time would visit some earthly locale, along with a teacher, to answer questions.

It was a scheduling nightmare, but that was only the beginning. VR was a powerful drug to some people, and had to be administered with care. Everyone had been carefully tested in New New at the age of eighteen, or would be examined at that age aboard ship. Some people would be disallowed the random abstraction or feedback modes, either of which could be terrifying. Others were cut off at ten or fifteen minutes because they were particularly susceptible to the machine’s effects: staying in too long could put them in a “VR loop,” a vegetative state that was usually irreversible (though some people who had recovered from it wanted to dive right back in).

Most users were not too adventurous; for them, the VR was a whole-body, whole-mind go-anywhere machine. It was the only contact most people would ever have with Earth, vicariously traveling to arctic wastes or the Grand Canyon, the busy hives of Calcutta or Tokyo; soaring over fields of grain or through coral reefs. There were stock fantasy scenarios, too—harems and battlefields and laboriously reconstructed historical events—and the possibility of virtual time travel, since there were crude VR recordings nearly a century old. Of course most of the Earth cubes represented an equally irretrievable past. Calcutta and Tokyo, like Paris and London, were now inhabited only by handfuls of doomed children.

O’Hara found the Earth cubes unbearably depressing. The Luna and Mars ones were interesting visually but not sensually, since a space suit was no novelty. She liked the feedback mode, spectacularly confusing in its synesthesia—smelling colors, tasting sounds, muscles bunching into surreal impossible distortions, the body everting itself through mouth or anus and reverting slippery back again—and though she could see why some people would find it a nightmare, she emerged from the state completely relaxed, wrung out.

John had never tried VR and had no desire for it, but Dan shared her inclination toward the weird random abstraction mode, and they’d often schedule a half hour in parallel, wandering together through a shifting turmoil of light and sound that would crystallize into nearly real, or at least solid, landscapes, and then melt into chaos again. Mirror lands and cloud islands and flaming icescapes. One time Dan let O’Hara join him in a visit to the harem, where they learned something about the limitations of parallel wiring. O’Hara found the viewpoint interesting but her projected penis had no more feeling than a dildo; she participated in his orgasm but felt it only from her ankles to the soles of her feet. For an hour afterward she couldn’t walk without giggling, her toes curling up.

3. MEETING OF MINDS

O’Hara was supposed to meet John and Dan at the Athens lift fifteen minutes before the meeting. A little nervous, she was early. Evy came down and said the men would be late, as usual. The women went back up one level to get coffee and tea from the dispenser, which overcharged Evy by a dollar.

“This is a bad sign.” She showed O’Hara the card. “Our lives are in the hands of people who can’t keep a coffee machine working for one week?”

“Just inflation,” O’Hara said. “A little experiment designed to make us more productive.”

“I’ll call Maintenance.” She started to sip the tea but blew over it instead. “You are kidding, aren’t you?”

“Hope so. With an economist in charge, anything could happen.”

Evy nodded seriously. “You shouldn’t have voted for him.”

“Right.” She looked around. “I haven’t been up here since they put down the flooring. Makes your eyes hurt.”

“It’s different.” Black and pearl checkerboard.

“Everything’s different.” She pushed the lift button twice. “Everything’s the same.”

“A philosopher this morning.”

“Just crabby about the goddamn meeting.” The door opened and they shared a short ride with two men in coveralls who stared sideways at Evelyn.

There was a bench built into the wall by the lift on Level 1. They sat down and watched the two men walk away muttering. “You with Dan last night?” O’Hara asked.

“Yes and no. I was asleep before he came in and he got up and left before I woke up.”

“Could have been anybody, then.”

“He needs a lot more sleep than he’s been getting. I don’t think it’s been more than four or five hours a night since we left.”

“Don’t worry about that. I’ve seen him go through it a dozen times before.”

“Wise old momma. Really?”

O’Hara nodded. “Every job change. Another couple of weeks and he’ll break loose, get real drunk, sleep around the clock, and then go back to normal. Maybe a day off for moaning through a hangover.”

“Job change.”

“You know him. The job change is more profound than the planet change.”

“Just like you?”

“You’ve got me there.” O’Hara smiled but suddenly looked away.

“I’m sorry. I didn’t mean…”

“I know what you meant.” She patted the younger woman’s arm. “John’s the only sensible one in the family, you included. He doesn’t let work take over his life.”

The lift opened and the sensible one swung out on his crutches. “Jesus. One of you ladies turn down the gravity?” Dan held the door and followed him out.

“Only a couple of blocks,” O’Hara said.

“Could have held the meeting in the gym. Eliot doesn’t like gravity any more than I do.” Eliot Smith, Engineering Coordinator, was hugely overweight and had only one flesh limb, his right arm; the rest of them lost in a mining accident when he was a teenager. “You do know the way, don’t you?”

“Nothing to it.” O’Hara did know her way around the ship better than most adults. The designers had done a good job of providing special “interest,” structural variety, but for some months most conversations between strangers would start out “Where the hell am I?”

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