Ready Player One (Page 42)
I’d made several other modifications to the apartment for the sake of security and convenience. First, I replaced the flimsy door with a new airtight armor-plated vacuum-sealed WarDoor. Whenever I needed something—food, toilet paper, new gear—I ordered it online, and someone brought it right to my door. Deliveries worked like this: First, the scanner mounted outside in the hallway would verify the delivery person’s identity and my computer would confirm they were delivering something I’d actually ordered. Then the outer door would unlock itself and slide open, revealing a steel-reinforced air lock about the size of a shower stall. The delivery person would place the parcel, pizza, or whatever inside the air lock and step back. The outer door would hiss shut and relock itself; then the package would be scanned, X-rayed, and analyzed eight ways from Wednesday. Its contents would be verified and delivery confirmation would be sent. Then I would unlock and open the inner door and receive my goods. Capitalism would inch forward, without my actually having to interact face-to-face with another human being. Which was exactly how I preferred it, thank you.
The room itself wasn’t much to look at, which was fine, because I spent as little time looking at it as possible. It was basically a cube, about ten meters long on each side. A modular shower and toilet unit were embedded in one wall, opposite the small ergonomic kitchen. I’d never actually used the kitchen to cook anything. My meals were all frozen or delivered. Microwave brownies were as close as I ever got to cooking.
The rest of the room was dominated by my OASIS immersion rig. I’d invested every spare cent I had in it. Newer, faster, or more versatile components were always being released, so I was constantly spending large chunks of my meager income on upgrades.
The crown jewel in my rig was, of course, my customized OASIS console. The computer that powered my world. I’d built it myself, piece by piece, inside a modded mirror-black Odinware sphere chassis. It had a new overclocked processor that was so fast its cycle-time bordered on pre-cognition. And the internal hard drive had enough storage space to hold three digitized copies of Everything in Existence.
I spent the majority of my time in my Shaptic Technologies HC5000 fully adjustable haptic chair. It was suspended by two jointed robotic arms anchored to my apartment’s walls and ceiling. These arms could rotate the chair on all four axes, so when I was strapped in to it, the unit could flip, spin, or shake my body to create the sensation that I was falling, flying, or sitting behind the wheel of a nuclear-powered rocket sled hurtling at Mach 2 through a canyon on the fourth moon of Altair VI.
The chair worked in conjunction with my Shaptic Bootsuit, a full-body haptic feedback suit. It covered every inch of my body from the neck down and had discreet openings so I could relieve myself without removing the entire thing. The outside of the suit was covered with an elaborate exoskeleton, a network of artificial tendons and joints that could both sense and inhibit my movements. Built into the inside of the suit was a weblike network of miniature actuators that made contact with my skin every few centimeters. These could be activated in small or large groups for the purpose of tactile simulation—to make my skin feel things that weren’t really there. They could convincingly simulate the sensation of a tap on the shoulder, a kick to the shin, or a gunshot in the chest. (Built-in safety software prevented my rig from actually causing me any physical harm, so a simulated gunshot actually felt more like a weak punch.) I had an identical backup suit hanging in the MoshWash cleaning unit in the corner of the room. These two haptic suits made up my entire wardrobe. My old street clothes were buried somewhere in the closet, collecting dust.
On my hands, I wore a pair of state-of-the-art Okagami IdleHands haptic datagloves. Special tactile feedback pads covered both palms, allowing the gloves to create the illusion that I was touching objects and surfaces that didn’t actually exist.
My visor was a brand-new pair of Dinatro RLR-7800 WreckSpex, featuring a top-of-the-line virtual retinal display. The visor drew the OASIS directly onto my retinas, at the highest frame rate and resolution perceptible to the human eye. The real world looked washed-out and blurry by comparison. The RLR-7800 was a not-yet-available-to-the-plebian-masses prototype, but I had an endorsement deal with Dinatro, so they sent me free gear (shipped to me through a series of remailing services, which I used to maintain my anonymity).
My AboundSound audio system consisted of an array of ultrathin speakers mounted on the apartment’s walls, floor, and ceiling, providing 360 degrees of perfect spatial pin-drop sound reproduction. And the Mjolnur subwoofer was powerful enough to make my back teeth vibrate.
The Olfatrix smell tower in the corner was capable of generating over two thousand discernible odors. A rose garden, salty ocean wind, burning cordite—the tower could convincingly re-create them all. It also doubled as an industrial-strength air conditioner/purifier, which was primarily what I used it for. A lot of jokers liked to code really horrific smells into their simulations, just to mess with people who owned smell towers, so I usually left the odor generator disabled, unless I was in a part of the OASIS where I thought being able to smell my surroundings might prove useful.
On the floor, directly underneath my suspended haptic chair, was my Okagami Runaround omnidirectional treadmill. (“No matter where you go, there you are” was the manufacturer’s slogan.) The treadmill was about two meters square and six centimeters thick. When it was activated, I could run at top speed in any direction and never reach the edge of the platform. If I changed direction, the treadmill would sense it, and its rolling surface would change direction to match me, always keeping my body near the center of its platform. This model was also equipped with built-in lifts and an amorphous surface, so that it could simulate walking up inclines and staircases.
You could also purchase an ACHD (anatomically correct haptic doll), if you wanted to have more “intimate” encounters inside the OASIS. ACHDs came in male, female, and dual-sex models, and were available with a wide array of options. Realistic latex skin. Servomotor-driven endoskeletons. Simulated musculature. And all of the attendant appendages and orifices one would imagine.
Driven by loneliness, curiosity, and raging teen hormones, I’d purchased a midrange ACHD, the Shaptic ÜberBetty, a few weeks after Art3mis stopped speaking to me. After spending several highly unproductive days inside a stand-alone brothel simulation called the Pleasuredome, I’d gotten rid of the doll, out of a combination of shame and self-preservation. I’d wasted thousands of credits, missed a whole week of work, and was on the verge of completely abandoning my quest for the egg when I confronted the grim realization that virtual sex, no matter how realistic, was really nothing but glorified, computer-assisted mast***ation. At the end of the day, I was still a virgin, all alone in a dark room, humping a lubed-up robot. So I got rid of the ACHD and went back to spanking the monkey the old-fashioned way.
I felt no shame about masturbating. Thanks to Anorak’s Almanac, I now thought of it as a normal bodily function, as necessary and natural as sleeping or eating.
AA 241:87—I would argue that mast***ation is the human animal’s most important adaptation. The very cornerstone of our technological civilization. Our hands evolved to grip tools, all right—including our own. You see, thinkers, inventors, and scientists are usually geeks, and geeks have a harder time getting laid than anyone. Without the built-in sexual release valve provided by mast***ation, it’s doubtful that early humans would have ever mastered the secrets of fire or discovered the wheel. And you can bet that Galileo, Newton, and Einstein never would have made their discoveries if they hadn’t first been able to clear their heads by slapping the salami (or “knocking a few protons off the old hydrogen atom”). The same goes for Marie Curie. Before she discovered radium, you can be certain she first discovered the little man in the canoe.
It wasn’t one of Halliday’s more popular theories, but I liked it.
As I shuffled over to the toilet, a large flat-screen monitor mounted on the wall switched on, and the smiling face of Max, my system agent software, appeared on the screen. I’d programmed Max to start up a few minutes after I turned on the lights, so I could wake up a little bit before he started jabbering to me.
“G-g-good morning, Wade!” Max stuttered cheerily. “Rise and sh-sh-shine!”
Running system agent software was a little like having a virtual personal assistant—one that also functioned as a voice-activated interface with your computer. System agent software was highly configurable, with hundreds of preprogrammed personalities to choose from. I’d programmed mine to look, sound, and behave like Max Headroom, the (ostensibly) computer-generated star of a late-’80s talk show, a groundbreaking cyberpunk TV series, and a slew of Coke commercials.
“Good morning, Max,” I replied groggily.
“I think you mean good evening, Rumpelstiltskin. It’s 7:18 p.m., OASIS Sta-sta-standard Time, Wednesday, December thirtieth.” Max was programmed to speak with a slight electronic stutter. In the mid-’80s, when the character of Max Headroom was created, computers weren’t actually powerful enough to generate a photorealistic human figure, so Max had been portrayed by an actor (the brilliant Matt Frewer) who wore a lot of rubber makeup to make him look computer-generated. But the version of Max now smiling at me on the monitor was pure software, with the best simulated AI and voice-recognition subroutines money could buy.