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I've been playing a couple of excellent video games that are as different from one another as can be imagined, and also different from anything you or I are likely to have played lately:

Vampire Survivors is a five-dollar Italian indie game that apparently took the gaming world by storm when it popped up out of nowhere in the spring of 2022. It has a cheesy-looking retro-pixel-art style like a lot of these games, and at first appears to be the dumbest game in the world: a ONE-stick shooter where you don't even control the shooting, sort of like if Robotron: 2084 decided to be a roguelike. You control any of a few characters with different weapons that just fire automatically at a limited rate, with different characteristics, and you run around an endless open plain and get swarmed by various monsters until you die. (As the creators themselves like to note, there are no vampires and, ultimately, no surviving. Supposedly the monsters are minions of an unseen Dracula somewhere--the only place where he appears is the title screen.) If you somehow manage to survive for 30 minutes, you get attacked by Death personified who kills you anyway--that's a "win".

But this game is frighteningly addictive, as it starts to reveal hidden depths of strategy that just unfold and unfold, somewhat in the manner of a roguelike or a clicker game. The monsters drop gems that give you XP when you collect them, and when you level up, you get a choice of new weapons that fire simultaneously with the ones you've got, or accessories that power them up in different ways. Or you can choose to level up some item you've already got.

The weapons have odd names like "King Bible", "Garlic" and "Santa Water". Some weapons fire in a directed way, others randomly, and still others do area damage or orbit you like a buzzsaw of destruction. Accessories give you extra health or damage, shield you in various ways, affect your luck or movement. Eventually, the items start to combine to become different, evolved weapons, with a complex progression tree. The game has a retro-arcade look but there actually isn't a lot of twitch skill involved; it is largely about learning the lore of the weapons and accessories, mastering the emergent properties of how they interact, and knowing which monsters are weak enough for you to take at any given moment. As some YouTubers have demonstrated, by making exactly the right strategic decisions, there are levels you can beat without even moving.

You also get "gold", mostly gotten from chests dropped by boss monsters, that you can spend on various permanent power-ups and unlocking new characters. Eventually, you unlock new levels to play on, which have more complicated shapes, and more ways of leveling up your character, customizing the game or even making it harder, which can have strategic advantages of its own. Just when you think the game is exhausting its interest, some entirely new way of progressing will unfold, and the author seems to have timed these just right to keep you hooked. The feeling of leveling up to the point where you just become the center of a death zone, chewing through crowds of monsters as they swarm you, is a thing that keeps you coming back.

There are, blessedly, NO in-game transactions or other tricks designed to monetize your addiction. You pay your five bucks and that's it. The one exception is in the mobile version, which is free: you can revive your character once when you die by watching an ad. (There are other ways in-game to earn revives, but they unlock later in the progression.) On the scale of mobile-game evil this is remarkably low, since you can just forego the extra revives and there are no ads at all, but I wouldn't recommend the mobile version anyway unless you have a large tablet, because it's exactly the same game otherwise and the tiny sprites and icons are hard to read unless your screen is pretty big.

Pentiment is a game I got for Christmas that was described as being a game seemingly written for me. It's a point-and-click mystery adventure set at an abbey in Germany in the early 16th century.

It's a time of change; old systems are under threat. Martin Luther just nailed 95 theses to a church door in Wittenberg. Movable type and professional art are making the medieval scriptoria obsolete. Your character, Andreas, is a young journeyman artist who is working as a guest at the monastery, learning from the monks and producing his masterpiece in the scriptorium--but all is not as it seems at the abbey; the arrival of a wealthy and educated baron, who has commissioned an elaborate Book of Hours from the monks, pulls Andreas into a tale of conspiracy, murder, forbidden books and occult doings. One that I have, as yet, only uncovered a little bit.

Pentiment has the spirit of an old Infocom text adventure game crossed with an Umberto Eco novel, illustrated in the gorgeous style of an illuminated manuscript. Characters speak in cartoon talk balloons, with their speech written out by an industrious, unseen scribe (you can speed him up by clicking)--sometimes the writer makes spelling mistakes and scratches them out to correct them; references to God are left blank and filled in at the end after switching to red ink. The exception is characters who work in the printing trade, whose utterances are slammed into the talk balloon with movable type. Some items and characters have footnotes that you can read by zooming out to the manuscript page, items helpfully called out by a drawing of a hand with an absurdly long pointing finger. Sometimes characters discussing books in the abbey's collection will wander metaphorically into the book's illustrations, addressing each other across a divide of text. Sometimes we see Andreas's internal monologue as he mulls over a decision--instead of an angel and devil on his shoulders, he has Socrates, Dante's Beatrice and a combative fool, recommending different courses of action.

Choices you make in the game seem to determine what kind of person Andreas is. He can be a louche rapscallion, a bookworm interested in science or the occult, combative or tactful. I don't know if they affect the outcome of the story much.

The game is not for everyone. People who want a game to be about winning seem to be irritated by it. I've seen some reviews complaining that the game is slow-paced and talky and has no real action at all, which is true. It's more of a novel in video-game form. I think there should be things like this. If you want a game with this type of setting but with a lot of action, the Assassin's Creed series is right over there.

I haven't played nearly as far into it as Vampire Survivors, and it takes a little while to hook you, but at this point it has hooked me, and I'm interested to see where this is going.




Come to think of it, Vampire Survivors and Pentiment aren't COMPLETELY different: they both have nuns, monks and priests in them! And, uh, that's about it.
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I see some familiar names popping up here!

The Twitter exodus is making me realize that for many of these people, this is their first time fleeing a collapsing social media platform. I've done it a lot of times! This, for instance, is the reincarnation of a LiveJournal, which technically is still there though I haven't posted anything to it in years.

I have a new presence on Mastodon, at mathstodon.xyz/@mattmcirvin . I'm certainly not going away from here, but that place has the feel, for me, of the vanished Google+ science/mathematics community, which was a nice place in some ways.

The Mathstodon instance has the very special property that it supports LaTeX mathematics markup in posts, but unfortunately you can only see it rendered if you view the posts through that instance (or another that supports it, but there are not many). Still, this is fantastic for certain very geeky purposes, and so far I've mostly posted about mathematics there.

Since Mastodon has a broadly Twitter-like structure with a 500-character limit on posts, this Dreamwidth account will still be useful for longer-form writing, which is mostly what I use it for already.

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Former space-agency head Heywood Floyd, enjoying semi-retirement as a university chancellor, gets some unwelcome news and an unexpected invitation: the spacecraft Discovery, a derelict after the tragic and mysterious events of several years previous, is going to crash into Jupiter's moon Io, and only the USSR (as far as he knows) is capable of getting a team there in time to salvage it and maybe find some answers as to what the heck happened back then. But to have any chance of succeeding, they need Dr. Floyd to come along.

Meanwhile, the entity who was once astronaut David Bowman finds out more about the terms of his distant transformation: the beings who did it to him have some work for him to do...


I excitedly read Arthur C. Clarke's sequel to 2001: A Space Odyssey soon after it came out in 1982. I loved it at the time, but I was a teenager with nerdish tastes and re-reading it recently, I kind of expected it not to hold up as literature. I was pleasantly surprised: there's some stuff here that didn't age well, but on the whole this is a good novel, maybe Arthur C. Clarke's last really good novel. In fact, I think it might be a better novel than 2001. I was not fond of the subsequent sequels-- 2061 seemed half-finished and 3001, while it was a complete story, just involved a lot of bizarre choices that retroactively made the whole saga less interesting. But 2010 on its own actually brings the story to a fairly satisfying conclusion.

2010 does have some of Clarke's characteristic quirks, such as protagonists who are frequently left as passive spectators to the real action passing human understanding, and who, regardless of background or nationality, all talk like Arthur C. Clarke. The crew of the Cosmonaut Alexei Leonov don't actually end up accomplishing much apart from witnessing epochal events in the history of the Solar System and managing to get away from them alive, but the Starchild and his unseen masters are pretty busy.

Canon geek stuff

One of the several things Clarke is doing here is re-writing a retroactively implied version of 2001. As I mentioned, the events of the novel 2001 are rather different from those of the film in many details. Here, he lifts some flashback material directly from the earlier novel, but some of it, he actually rewrites to be closer to Kubrick's film, since the continuity here mostly follows the movie rather than the novel.

Mostly, but not completely. The biggest of the alien monoliths is in orbit around Jupiter, as in the film, rather than standing on a moon of Saturn. The events of Dave's struggle with HAL 9000 are stated to have mostly followed the film continuity, and the Discovery itself is definitely the film version of the spacecraft. But Clarke keeps a few incidental details that are only in the earlier book: the precise 1:4:9 dimensions of the monoliths (which the filmmakers didn't use at all, since it didn't look good), some of the specifics of the scene in Hal's brain room, and, significantly, the line "My God, it's full of stars!" Clarke definitely wants Dave to have entered the Star Gate by passing into the monolith, which is not what happened in the movie at all.

In the novel of 2001, Hal in the grip of induced dementia mentions that his "instructor" was a "Dr. Chandra". The movie changed the line to "Mr. Langley," but here Clarke sticks with Dr. Chandra and includes him as a character in the story, recruited along with Floyd as guest crew on the Leonov. Reading it now, the portrayal of Chandra, an Indian-American computer scientist, strikes me as a bit stereotypical and exoticist, and it's probably the least successful thing about the book. But at the time, it was a bit unusual even to have such a character in a Western SF novel.

Hal himself is portrayed in a manner that seems more realistic to modern eyes--in 2001, he was written as having a human-level intelligence or greater, but here, if you read between the lines, Clarke implies that these systems aren't quite all that, and in fact they're kind of reminiscent of the highly imperfect "digital assistants" that we have today.

Unlike in the novel of 2001, Hal's murder spree is treated as an unsolved mystery that Chandra has to figure out over the course of the story--but the explanation is basically the same one Clarke gave before: HAL 9000 is a case study in the danger of trying to paste security into a software system after the fact, rather than building it in from square one. (Not to mention the foolishness of making an unpredictable AI system like this central to a life-and-death control system in the first place--a mistake Clarke's Soviets would never make.) Though the characters treat it more as "security is irrational and dumb, what are you gonna do?"

Character drama!

In place of the detached, Olympian perspective that 2001 mostly has for its entire length, 2010 actually fleshes out its characters a little, and this is the stuff I'd remembered the least from my teenage reading of the book (probably because I didn't have any ear for that stuff at the time). I enjoyed it this time around, for the most part. Dr. Floyd's marriage is in the process of disintegrating, as an understandable byproduct of his suddenly jaunting off on a multi-year space adventure most of which he spends in hibernation. Chandra is so defensive of Hal, his creation, that the other characters try to hide their failsafe shutdown procedures from him. There is an extremely understated, mostly implicit love triangle on the Leonov involving a couple of bisexual guys and a hetero-smitten young woman cosmonaut--it ends conventionally with the dudes both planning to marry women, but this is really adventurous for 1982 in science fiction, not the most avant-garde year.

What I particularly didn't remember is that Clarke fills in a lot of backstory for Dave Bowman, who wasn't a very developed character in 2001. The Bowman entity is being used as a kind of probe and interpreter by the Monolith Builders, in phantasmagoric sequences that are some of Clarke's best writing in the book, but they give Dave some leeway to follow his own intentions once in a while. This bit is, effectively, a ghost story, with Bowman spectrally revisiting figures from his past life and remembering his grief-saturated childhood and young adulthood. Clarke may have wanted to explain why Dave seems to be such a blank and deadpan figure in Kubrick's film, a choice that Kubrick probably just intended as satirical or as a general feature of setting, since all of the humans in the movie acted like that. But Clarke runs with it as a character trait.

The Builders' intentions

Clarke's main motivation for writing 2010 was that the new information about the moons of Jupiter sent back by the Voyager 1 and 2 probes made it an irresistible setting to revisit. And there's a lot there; Jupiter's most interesting moons, Io and Europa, take center stage, with Clarke very much running with the possibility of Europa as an abode of life (which proves a hazard to the Chinese spaceship that makes a sudden appearance early in the story). Clarke seriously underplays the danger that Jupiter's enormous radiation belts would present to any humans operating in this environment, but I figure he was doing that intentionally for the sake of the story.

But in the process of incorporating Voyager data into his setting, he takes the opportunity to make his distant Monolith Builders more interesting as farmers of intelligence. 2001 kind of implied that Dave's transformation into the incorporeal Starchild was in some teleological sense "the next stage in evolution", a parallel to the monolith teaching proto-humans to use tools. 2010 sees it as more transactional and Darwinian. The Builders transformed Dave in order to use him as a tool, and what they're really interested in is nothing less than the possibility of sparking a second source of intelligent life in our Solar System, one having nothing in particular to do with humans. There's an implication that we and they may eventually come into conflict (or perhaps learn to coexist), but how that might play out, the novel leaves open. That's more interesting to me than aliens just pushing us further along a railroad track toward some predetermined destiny.

To my eyes, Clarke's epilogue "20,001" is as good an ending to this saga as I could ask for, and I'm happy leaving it there. Unfortunately Clarke himself decided otherwise, but one doesn't have to read those books.

On screen again

Peter Hyams made a movie of 2010, and most of the reviews of this say similar things: it's a pretty good science-fiction film as long as you can avoid comparing it to its predecessor. I inevitably ended up comparing it to the book instead. Roy Scheider is a pretty good choice to play Heywood Floyd; Helen Mirren played a version of the Soviet commander, though I suppose she's actually a composite of a couple of characters from the book. They whitewashed Chandra and had Bob Balaban play him, which seems silly in hindsight, but maybe it kept them from doing something worse. The gay/bi content is, as usual for the time, completely erased. There are some arcane continuity flubs that would only matter to complete nerds: Hyams doesn't understand or doesn't care which parts of the ship have no gravity; in the very first moments of the movie the Moon monolith is described as having been found in the Sea of Tranquility, which, NO, it wasn't...

Dave's subplot gets dumbed down a bit, the best bits not depicted at all, and the Chinese spaceship is gone from the story; but to compensate we get an entirely new subplot about the US and USSR going to the brink of nuclear war back on Earth, imperiling the cooperative space mission. This bit is, sadly, the part that probably is most relevant to real-world events today, despite the USSR not even existing. I have my doubts that any Monolith Builders are going to play a part this time around.

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I still haven't been back to Canobie since the beginning of the COVID pandemic, but last year we managed to get over to Six Flags New England, and yesterday we hit Lake Compounce in Bristol, Connecticut, on tickets I got as a birthday present. This is a park I'd been to and enjoyed a couple of times before--our last visit was on the way home from a longer trip, and was cut short by an immense traffic jam that delayed our arrival for hours. That time, the most memorable moments of the visit were the Compounce Mountain sky ride, and riding the raft ride, Thunder Rapids, three times straight through resulting in extreme drenching. This time, the sky ride is sadly no longer around and Thunder Rapids is not operating for some reason. But we had a great time anyway.

I had several reasons to think it would be kind of a messed-up visit, but this did not happen. The weather predictions in the previous week seemed to be calling for either showers and thunderstorms, or punishing heat, but it was actually just partly cloudy and hot enough to make it fun to get wet. Pretty much ideal amusement-park weather, as long as you used some sunscreen and stayed hydrated, and I think the ominous predictions kept the crowds down.

Then when we arrived, it seemed like most of the major rides in the park were closed, including Boulder Dash, the colossal mountainside wooden coaster that is many visitors' main reason to visit Compounce. Actually, nearly all of those rides opened up a little later in the day. I'm wondering if some of the "everything was closed!" Yelp reviews I've seen were people fooled by a similar phenomenon.

My main must-rides were the new one (well, it's 6 years old, but my last visit was before that), Phobia Phear Coaster, and Boulder Dash. I also wanted to get rides on a couple that I'd never gotten around to riding: their classic Arrow flume Saw Mill Plunge, and their cheeseball shooting dark ride, Ghost Hunt. We all started off riding some gentle family rides together (the antique carousel, the bumper cars and the little "Zoomer's Gas and Go" cars), then the others went off to the waterpark and I went to tackle Phobia.

Here's CoasterForce's POV video of the ridiculously named Phobia Phear Coaster. It's a short but good ride, a popular off-the-shelf coaster model from Premier called a Sky Rocket II. Both of the Busch Gardens parks have similar rides--at this little park, it really stands out, a loop within a loop about 150 feet tall. The track is twisted so that the loops don't invert you--but there's also a roll inversion at the very top, the one place where you do go upside down.

It's a launch coaster with three magnetic LSM launches. You launch forward with enough energy to just go up a little way and fall back, then backward with almost but not quite enough energy to make the smaller non-inverting loop (I love the drama of this), then forward to go all the way over the top and around the track. The heartline roll slowly dangles you upside down over 150 feet of air (held in by nothing but a lap restraint), then you plunge and twist forcefully down into the non-inverting loop. You shoot through the station, make one last partial climb up the first rise, then settle back down into the station.

The twists in the track have some real whip to them, and if this coaster had hard over-the-shoulder restraints, it would be a painful headbanging machine. Fortunately it does not. Most installations in the US do have a soft "comfort collar" hated by coaster fans, which is presumably there to provide some psychological reassurance to guests, but this one doesn't, I suppose because psychological reassurance is the opposite of this ride's theme. I personally found it not unusually terrifying (from prior experience, I have faith in the ability of a secure lap bar to hold me in, which I guess is the main fear element here) but it was solid and forceful, a ride that did not mess around.

After getting off Phobia, I noticed that Boulder Dash was running. I took a break to compose myself and find a water-bottle-filling station (at the Johnny Rockets by the carousel), then headed for the park's signature ride.

This is East Coasters' fairly recent POV of Boulder Dash. I have to say, even with recent re-profiling work this ride was running rougher than I remembered it being, jackhammering actually pretty hard. That may have been a function of the seat I was sitting in, or maybe my tastes just became more delicate with age. But it is an absolutely overwhelming assault on the senses, still one of the wildest coasters I've ever ridden. There is not a lot of strong airtime--it's more powerful positive G-forces kicking you in the butt in the valleys, laterals on the screaming turnaround at the far end, combined with all that shaking and a scary sense of out-of-control speed as you hurtle through the woods and along the lake. I'm just not sure how many times I could take it. Maybe if I was still 25.

After getting my fill of the monster rides, I joined up with my folks again and we rode the lazy river at the waterpark and got a late lunch. My spouse wanted to do the park's big family raft waterslide, Mammoth Falls, which we'd never done before. That was a fun one; much of it is twists and turns in a dark tube and I was facing backwards through this, so it kind of reminded me of the backwards helix on Disney's Expedition Everest. Then we joined up with our daughter again and did the shooting dark ride, Ghost Hunt, immortalized by Airtime Cinema here:

All I can say is, the kid was the most skillful ghost-hunter of the family by a huge margin.

The classic Arrow flume, Saw Mill Plunge, was one of the rides that was initially closed. We only noticed that it was running right at the end of the day when we were about to leave, and the others didn't care to ride it, so I declined a solo ride. Maybe next time.

 

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In the desert of New Mexico, a top-secret American project seeks to decipher a message from space apparently encoded in a stream of neutrinos by an intelligent sender. By the time mathematician Peter Hogarth arrives on the scene, there's been just enough success to be tantalizing: much of the message remains mysterious, but a small portion of it has been used as a recipe for a colloid substance with seemingly impossible properties. Hogarth and his colleagues struggle with the Senders' apparent refusal to follow any of our assumptions about SETI, the strictures of the project's government handlers, and their own moral scruples, as the possibility arises that the reward for even this partial reading (if it even is a correct reading!) could be poison fruit.

Opening matter

I think His Master's Voice (which I read in Michael Kandel's translation) is one of Stanisław Lem's greatest novels, but despite being quite short it's one that is initially very hard to get into, because it's a book that, like its subject, willfully refuses to coddle the reader, and it throws this somewhat resentfully in your face. Hogarth, the first-person narrator, is a cranky, self-loathing cuss and the book begins with a long preface in which he dissects what he calls his own inclination toward evil, for what seem to be very ordinary human failings (such as his inappropriate childhood reaction to the trauma of the death of his mother). He explicitly says he intends this as a preemptive self-defense measure, given the airing of dirty laundry he does later in the book.

What follows is a lengthy survey of a fictitious literature of the project, in the spirit of Lem's reviews and introductions of nonexistent books. This survey makes it clear, right at the outset, that there was never any Rosetta Stone making the whole extraterrestrial message clear, and Hogarth considers the project a failure.

The Project

That the book manages to build some suspense anyway in the following chapters is a tribute to Lem's skill as a writer. But the actual action of the story doesn't begin until a few chapters in, and it accelerates as it goes on. Hogarth arrives at the project, and is introduced to what's already been discovered prior to his arrival, which is actually a lot by scientific standards: the neutrino message itself seems to have a subtle ability to encourage the chemical processes leading to the emergence of life, and there's this strange synthetic goop codenamed "Frog Eggs" or "Lord of the Flies", which is somehow able to harness nuclear energy to power baffling chemical and physical transformations.

Naturally, the military is deeply interested in all this. Just as in 2001 (and in most of our popular folklore of alien contact), the continuing Cold War and the security state demand that any evidence of extraterrestrial intelligence must be kept secret and perhaps plumbed for military advantage. They've bugged everyone, put all sorts of restrictions on the project workers, may well be running a parallel project of their own that they're not telling these civilian scientists about (while worrying about what the Soviet Bloc might or might not be doing along the same lines). There are many parallels to the Manhattan Project, some of whose alumni are on the team. There are pointed character portraits of some of the people involved: the smarmy government apparatchik riding herd over the whole thing, the gregarious but anxious polymath who is the Oppenheimer figure leading the scientists... and the physicist who confides to Hogarth that he has discovered an effect that might make Frog Eggs a world-ending weapon.

Then there's Hogarth's confidant Saul Rappaport, a Holocaust survivor. I recently learned that Rappaport's horrific experiences as a captive of the Nazis were more or less autobiographical, taken from Lem's personal experience as a Polish Jew during the war. These events are recounted by Hogarth out of sequence, early in the novel, and are both chilling and insightful into what they say about the psychology of genocides and oppressors the world over, that most of the Nazis had to physically brutalize the Jews in order to convince themselves that their victims were subhuman.

On the basis of all this, Hogarth is no more optimistic about his species than Lem is, which is not very. However, he is sympathetic to the unseen, perhaps long-extinct Senders--he thinks, though it is no more than a guess, that they do exist (not everyone on the project agrees!) and that the life-promoting aspect of the signal indicates that they are essentially benevolent. The comparison to the Monolith Builders of 2001: A Space Odyssey and their project to farm intelligence everywhere is obvious. Hogarth even proposes that the recipe for Frog Eggs serves a purpose similar to the Moon monolith of 2001, though to say more would be more of a spoiler than I really want to give here. They may even be more benevolent and less hard-headed than the Monolith Builders. Unlike in Clarke's novel, Hogarth doesn't think we passed their test.

Satire and background

Lem wrote a lot of disguised satire on the Communist regime he lived under by portraying his targets as aliens, or robots, or Americans. In the latter case, he had a justification that the exigencies of the Cold War had turned the two sides into funhouse-mirror images of one another anyway. That's undoubtedly going on here too, but that quasi-symmetry means that it works as a direct satire on the US as well--except that some of his American scientists have attitudes that really read to me as more like an erudite European. But it still works.

It's unclear precisely when His Master's Voice is supposed to be taking place. There's a fictional introduction with a date that is contemporary for Lem, in the 1960s, but there are other indications that this is taking place decades in the future--Hogarth is supplied with an interestingly imagined IBM personal computer (!) that definitely didn't exist in the Sixties, there's a fleeting reference to hypersonic passenger aircraft, and one amazingly prescient passage about a failed program exactly like Reagan's Strategic Defense Initiative refers to "the seventies" as a past decade. On the other hand, it can't be too long after World War II given that those events are still in living memory for many characters. So I more or less imagine it as a retro-future similar to that of 2001, perhaps in that timeline's 1990s, though we don't see much of the world beyond the confined surroundings of the Project.

The novel engages in some hilarious broad satire early on, in its account of how the message initially passes through the hands of a scientific crank, courtesy of a washed-up physicist who has built a predatory business procuring things for such people. The crackpot interprets it much as Richard Hoagland interpreted my amateurishly edited JPL photos of Iapetus, in this case correctly guessing that the thing is an extraterrestrial message, but taking the "message" to consist of a sequence of gaps in the transmission that are nothing but interruptions in operating the detection apparatus. And it doesn't help that the CIA is actually out to get him...

There's a bit that shows up in a lot of Lem's work, and this novel is no exception, in which a character attempts to turn to published science fiction for inspiration (much as has occasionally happened in real-life futurist projects) only to find that it's a bunch of crap and of no use whatsoever, an imaginatively puerile literature just projecting simple human fears and wishes onto the universe in a way that would have created stories of genies and devils in an earlier age. Of course, if you do this kind of extended diss in a science-fiction novel, you need the chops to back it up. Does Lem show it here? To some extent, yes--there's speculation put forth in this book that is weirder than what you'd find in most SF novels. But he sets the bar impossibly high. In the end, the hypothesis about the Senders that narrator Hogarth favors (without, he admits, conclusive evidence) is really no more sophisticated than what Clarke lays down in 2001: A Space Odyssey. Lem leaves it open, of course, as to whether that's what Lem himself intended, or if it's just another emotional response thrown up by a very fallible human mind. It wouldn't be a proper Lem novel otherwise.

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Lately I re-read a couple of influential novels for me: Arthur C. Clarke's novel version of 2001: A Space Odyssey and Stanisław Lem's His Master's Voice. They are both meditations on the theme of contact with an unseen, offscreen extraterrestrial intelligence of nearly godlike capability, and what this means for humanity and its flawed institutions. I thought it might be interesting to review and compare them. First, the Clarke. Inevitably, I'm going to be comparing this one to its film version too.

I first read 2001 when I was a kid, actually years before I saw Stanley Kubrick's epochal movie. Oceans of ink have been spilled on the mysteries of that movie and what it might mean--it's a little odd in that Clarke's novel, while it tells the same story in broad outline, is not enigmatic at all. Clarke, like his friend Isaac Asimov, tended to aim for clarity of exposition and here he seems almost to be deliberately writing on a young reading level, as if it's a YA novel. He tells you a lot about what's supposed to be going on and the motives of the major players (including the unseen aliens), and doesn't leave any major unanswered questions about what the plot is supposed to be. There are still a lot of unexplained mysteries, since we're dealing with Clarkean technology-indistinguishable-from-magic that mere humans likely can't understand, but they're more in background. If you like, you can take this novel as an easy cheat code to understanding the movie. But since the novel (which is neither a novelization, nor the basis for the film, but was written in parallel during its chaotic production) differs from the movie on many points of detail, you can equally well take it as an independent story and reinterpret Kubrick's movie any way you like. It's not one of Clarke's best novels, but it has its moments and in any event, it's a very quick read.

The basic outline is familiar by now (but I'm going to spoil much of the plot of both book and movie, and mostly assume you know the movie, so turn away if you don't want that).

The Dawn of People

Millions of years ago, a tribe of ape-people, depicted through a protagonist Clarke calls Moon-Watcher, encounter an alien artifact like a rectangular slab (in the book, it's transparent and is a kind of video display) that manipulates their minds, teaches them both simple technology and organized aggression. This puts humanity on a path to conquering space and creating artificial intelligence, but also makes us enthusiastic killers. This is described as a necessity for the world the proto-humans live in, if the aliens' general program of uplifting Mind is going to succeed here, but not necessarily the healthiest mix for the long term.

We proceed (not as abruptly as in the film) to the near future of Clarke's time, in which Dr. Heywood Floyd travels on specially chartered spaceliners to a rotating wheel station, then to the US moonbase in crater Clavius. Much as in the film, this part is all just futuristic scene-setting and exposition. In the absence of bravura miniature effects, Strauss and Ligeti, the book doesn't dwell on it for all that long. US moonbase workers, on the trail of a magnetic anomaly, have dug up another monolithic slab at crater Tycho, this one completely black and unresponsive. During a lighthearted photo op at the monolith site, the Sun comes up and the monolith suddenly emits an eldritch radio screech, a signal aimed at the planet Saturn. Apparently it's a kind of burglar alarm, designed to start some process in motion when a civilization appears that is capable of going to the Moon and digging it up. But what process, who knows? Presumably we need to go to Saturn to find out.

(This section of the book did evolve directly from "The Sentinel", the short story that was the seed of the whole book and movie project. In that story, the "alarm" is a featureless black pyramid.)

Saturn Mission, Some Time Later

The longest and most conventionally exciting part of the book is what follows, the story of the Discovery mission to Saturn (in the film, it's Jupiter, but we can spend longer on the travelogue detail here--they pass Jupiter along the way and drop a probe into its atmosphere, much like the uncrewed Galileo spacecraft in real life). As in the film, Dave Bowman and Frank Poole make up the crew along with three hibernating crew members and an artificial intelligence named HAL 9000 with full control of the ship's systems. Hal reports a bogus failure in the antenna-pointing unit, goes berserk and manages to kill everybody but Dave, who survives his attack, shuts him down, and has to proceed solo with a hobbled spaceship and no clear way home.

The differences from the movie are particularly interesting here--not only does Clarke tell us exactly what's wrong with Hal, the characters in the book figure it out too! Mission Control even manages quite rapidly to induce the same psychosis in a duplicate Earthbound HAL 9000. As with real-life programming bugs, it's much easier to diagnose after the fact than to prevent. It turns out to be a very Asimovian-robot sort of dilemma: Hal has badly dealt with conflicting directives to share and to conceal information (since Dave and Frank have, for purposes of secrecy, not been told anything about the Tycho monolith or Discovery's true mission, but Hal knows everything). Clarke explains that only the hibernating crewmembers had been briefed on all this. (This is a subtle difference from the film: I read the film's dialogue as implying that not even they knew, just Hal.)

In a way, Clarke was prescient here. Our stabs at artificial intelligence don't go around the bend in quite this way, but the difficult tension between security and free access to information in computer systems is after all a huge problem in our society today, and in fact is the basis of my current job. I suppose Murray Leinster's even more prescient "A Logic Named Joe" already dealt with some of the same conflicts in 1946.

Clarke used this same explanation for Hal's major malfunction in his 1980s sequel 2010: Odyssey Two, but since that is more a sequel to the movie than to the novel, he has it as a mystery that only gets figured out in the course of that story. (The film of 2010 did basically the same thing.)

Dave is considerably smarter here than he is in the movie, but it makes the conflict less cinematic. After Hal murders Frank on an EVA, Dave sees immediately that Frank is dead and doesn't go chasing off after his body; instead, the big argument with Hal is over regaining manual control of the hibernation system to wake up the three hibernating crew. Hal gives in suspiciously easily, but when Dave goes to do it, Hal opens all the pod-bay doors and blows all the air out of the ship. Dave manages to get to an emergency shelter with an oxygen bottle and a spacesuit, and from there, there's nothing for it but to bust into Hal's brain and hear him sing "Daisy, Daisy". I've always liked the book version of this scene, with ripped-out circuit boards bouncing around in zero gravity and Hal getting so addled that his floating-point routines start to deteriorate. But the film version is superb for what was possible with the effects of the time.

Saturn, and Beyond the Negative Zone

There's a lot more detail about what Dave gets up to afterward. It's made very clear that Dave is completely boned at this point: he was never intended to get home on this ship in the first place, and without Hal fully functioning he can't even go into hibernation and await rescue by the next mission, as originally planned. There's nothing to do but press on with the mission as best he can. The real target seems to be Saturn's weird two-toned moon Iapetus (which Clarke spells "Japetus"). Clarke describes the bright hemisphere of Iapetus as a completely smooth oval like an eye, its long axis oriented north-south, with what turns out to be a gigantic monster Monolith standing like a black tower at the exact center.

(Voyager 2's first semi-close-up photos of Iapetus were reminiscent enough of Clarke's description to inspire Carl Sagan to dash off a note to him, but the resemblance is somewhat exaggerated in popular accounts--what Iapetus really has, as Cassini made clearer, is an irregular dark oval splayed out east-west along its equator, with the poles bright; also a bizarre tall ridge along its equator. Some of the first images of all this from Cassini were grabbed by me off of the JPL website and given some quick amateur image processing to make them more legible, whereupon astro-conspiracist Richard Hoagland grabbed my versions and, as is his wont, used the images' blocky, JPEG-artifact-filled nature as evidence that Iapetus is an artificial space station. I'm guessing this level of crank attention would not have been paid were it not for the prominence of Iapetus in Clarke's novel, even though it doesn't figure in the more famous film at all.)

Dave attempts to land one of Discovery's space pods on top of the monolith and instead finds himself dropping into some sort of incomprehensible ancient interstellar transit system, leaving a final message that ends "...oh my God, it's full of stars!" A version of this actually became a famous quote because Peter Hyams' movie of 2010 makes heavy use of it, but it actually doesn't make a lot of sense in the context of the film 2001: A Space Odyssey, where the line never appears and also wouldn't really jibe with the appearance of Doug Trumbull's Star Gate effects. It does make sense in the book, because the Iapetus monolith, when it opens up to Dave Bowman and inverts like a Necker cube, actually does look like it's full of stars.

From here on has always been easily my favorite part of the novel. Clarke was a visual writer (to an under-appreciated degree, I think) and his version of the climactic psychedelic sequences of 2001 is a gem, with, finally, some of the transcendent weirdness of Childhood's End and The City and the Stars--quite different from what Kubrick and Trumbull filmed, but full of evocative imagery in its own right. It would have been difficult or impossible to film as it stood in 1968, but somebody could have a go at it with modern CGI, and it'd be interesting to see. Some of the details, like the Star Gate's resolute defiance of the laws of perspective, would be hard to visualize. Dave passes through an ancient cosmic switching station seemingly located in a bizarre photo-negative space with a white sky and black stars, witnesses all manner of things like jumbled ancient space ruins and living blobs on the surface of a red giant star, then finally ends up in the freaky alien hotel room. Clarke initially describes this in a much more coherently science-fictional manner than Kubrick's depiction, as a room constructed by aliens who imperfectly understand us, on the basis of finite-resolution television images of Earth society. But Dave's subsequent transformation is as odd and mystical as Kubrick's vision, albeit different in detail.

As with Hal, Clarke gives the unseen Monolith Builders clearly explained motives. Their highest value is Mind, their goal uplift of intelligent species, ultimately to some incorporeal form. An interesting detail only in the book, that I only caught on this read, is that the Builders themselves evolve over the course of the story--when they were messing with proto-humanity they were merely cybernetic machine beings who had bodies and spaceships of some sort (though the ape-folk aren't sophisticated enough to register this), but now they're something much more, evolved beyond the machinery they left behind in our solar system. There's no hint of that evolution in the film.

And, at least for now, in this book, we seem to be passing their minimum standards for further processing. The warlike nature of humans, and its capacity to destroy us, is a theme that comes up at the beginning and end of the book, especially in what Dave the transformed Starchild does at the very end. But it's seemingly not a deal-breaker for the uplifters, nor is it a fully-developed through-line to the degree that it is in the Lem novel. More on that later.

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Prof. Otto Lidenbrock, an excitable, aged geologist and bibliophile who possesses a Cliff Stoll-like level of general energy, holds court in his house in Hamburg where he is training his nephew Axel in the sciences. One day he discovers a cryptic note apparently hidden in a medieval runic manuscript by the 16th-century Icelandic alchemist Arne Saknussemm. Deciphering the note in a somewhat ridiculous manner, he finds that Saknussemm claims to have descended to the center of the Earth via a passage beneath an Icelandic volcano. The proper crater can be identified by a peak's shadow pointing at it at a certain time of year. There's nothing for it but to go, as immediately as possible, so they can witness the shadow at the appropriate moment (a common characteristic of Jules Verne protagonists is a perpetual sense of urgency).

Young Axel, who is also the boyfriend of Lidenbrock's goddaughter Graüben (1), figures this is probably a suicide mission but also feels a need to demonstrate his manhood before he can marry Graüben. So Lidenbrock and Axel head off to Iceland. In Reykjavik (a much smaller town than it is today) they acquire a guide, an impassive, taciturn eiderdown-gatherer named Hans. The three of them will end up descending far beneath the surface of the Earth to a strange hidden world...

As usual, spoilers follow.

Of the major "Extraordinary Voyages", I think Journey to the Center of the Earth is one of the earliest, and, from the perhaps unfair vantage point of our age, the silliest, since it rests on a free extrapolation of discredited theories. But it's a lot of fun, a generally light adventure except for a couple of darker episodes. It's also one of the earliest appearances of the idea that an underground world might be full of extinct prehistoric animals. 

The book is told in the first person from Axel's perspective and is divided into three main sections. The first is a surprisingly leisurely travelogue that takes the adventurers through Denmark to Iceland, where they have to trek a long distance over land with their guide Hans to get to the Snæfellsjökull ("le Sneffels"), a volcano on a peninsula jutting out into the sea from Iceland's western coast. The best and most atmospheric bit here is their evening lodging with local peasants with a gigantic number of children, who climb all over them at dinner while they dine under the house's smoke-hole. This section feels much more realistic than the rest of the story, which has the effect of softening up the reader a bit to accept everything that follows--a time-honored technique in fantastic fiction.

The second main portion is the descent beneath the Earth, through Saknussemm's hidden, winding tunnel beneath one of the craters of the Snæfellsjökull. The expedition seems frankly a bit under-prepared and aided by some extraordinary lucky breaks. After an initial wrong turn that nearly kills them all from thirst, they find that Saknussemm's passage runs next to a hidden spring that can be accessed through the tunnel wall, providing them with a steady supply of drinking water.

Light in these tunnels is provided by an invention that Jules Verne would return to in 20,000 Leagues: my old friend the "Ruhmkorff apparatus", a portable, battery-powered fluorescent electric light that seems to last an extraordinarily long time on a charge. As in the later book, Verne mostly ignores the possibility of high air pressure having deleterious effects on his characters, and they've got enough preserved food to last them once they're assured of water to drink.

Nor are they gradually cooked by increasing heat, which surprises Axel since he subscribes to the theory we now know to be more or less correct, that the Earth has some source of internal heat that causes temperatures to rise gradually beneath the uppermost layers of the crust. It doesn't surprise Lidenbrock, as he believes the Earth has no internal heat source whatsoever, and that volcanoes such as the Snæfellsjökull are powered by transient chemical reactions involving alkali metals and water--a radical theory of the early 19th-century chemist Humphry Davy. Whether Davy is ultimately right or not, the book never reveals, but the question at least remains open.

After a well-done bit of surreal psychological horror in which Axel becomes temporarily separated from the others and stranded in darkness, we arrive at the third section, which is apparently one of the earliest appearances of a trope that would become beloved in cheeseball science fiction of the 20th century: The Lost World! Saknussemm's passage leads to a vast underground cavern, conveniently and dramatically lit by an aurora-like phenomenon, containing a sea full of prehistoric creatures hitherto believed extinct. Hans proves well-versed in building rafts, and they go on a sea voyage. We don't, interestingly, encounter dinosaurs. We do encounter a Plesiosaurus and an Ichthyosaurus, having a big old kaiju battle in the middle of the sea. There are live mammoths, giant mushrooms, fossil beds full of extinct proto-human skeletons, and a fleeting glimpse (Verne loved his fleeting glimpses of things he couldn't 100% justify) of a strange hominid giant. 

They don't literally get to the exact center of the Earth. Instead, finding their continued downward passage blocked, they try using way too much explosive in a Mythbusters-like fashion, and what follows is frankly ridiculous even by the standards of what's already happened, but Verne had to come up with some way of their getting back so he could explain how Axel could tell the story.

This book is light and fluffy compared to 20,000 Leagues or even From The Earth to the Moon, but it's a lot of fun. The interplay between impatient, bullheaded Otto Lidenbrock, the skeptical and often terrified but eager Axel and cool cucumber Hans is entertaining. My cousin Beth Fogarty thinks that Hans's seeming lack of surprise at anything that happens suggests that the locals in Iceland knew about Saknussemm's passage all along. I like that interpretation.




(1) "Graüben" apparently in no way resembles a name any German-speaking person would actually have. Verne's grasp of foreign names is sometimes a bit shaky.

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Prof. Pierre Aronnax, naturalist of the Paris Museum, arrives in New York City from the wilds of Nebraska to find the world abuzz with news of an unidentified object menacing shipping on the high seas. Aronnax is in high demand for interviews, since he's the author of a popular book on the mysteries of the ocean. His best guess, based on fragmentary descriptions and the process of elimination, is that the thing is a monstrous narwhal.

Invited to join an expedition to find and extirpate the beast, Aronnax takes his imperturbable, Jeeves-like valet Conseil and jumps at the chance. Swept overboard in a confrontation with the mysterious object, he finds himself marooned on its very surface with Conseil and irascible Québécois harpooner Ned Land. It is no narwhal, but a submarine of extraordinary size and power. Taken prisoner by the vessel's uncommunicative crew, they soon find themselves face to face with its enigmatic designer and captain, a mercurial genius who goes only by Nemo.

SPOILERS ahoy...

There's a reason 20,000 Leagues Under the Sea is Verne's best-known and most-adapted novel. This is clearly the best and most complex of the Verne novels I've read, though it has a history of being somewhat damaged in translation and treated as a children's book in the English-speaking world; I must have read it dozens of times as a kid, in a "Children's Classics" edition that was probably heavily abridged.

I read and enjoyed a better English translation with extensive notes some years ago, which I think was William Butcher's; reading it in the original French also reveals it to be a surprisingly complex and nuanced story. To the usual Verne travelogue with unusual technology (extrapolated in what Verne intends to be a hard-science-fiction style), he adds his greatest character study, more involved drama and emotion than he usually puts into one of these adventure tales, and some interestingly ambivalent politics, revolving around the question of violent radicalism.

The Captain

The question of what, precisely, Captain Nemo's deal might be is the animating mystery of the novel. It's established early on that he's decided to divorce himself entirely from the mass of human society, and the land--the Nautilus was built piece by piece through anonymous, secretive deals with human industry, but everything Nemo uses to sustain it and its crew, he now gets from the sea, with his only other base being a hollow, extinct volcanic island with a secret underwater passage to its interior.

Captain Nemo has what seem to be a combination of anti-imperialist and libertarian ideas. He rails against despots and colonial oppressors, takes the side of the oppressed of the earth against them, proposes at one point establishing a sort of undersea colony free of land-based tyranny. The sea, to Nemo, is a place of unlimited freedom, the only place where he can be fully himself. It's somewhat in conflict with the state of genteel imprisonment in which he keeps his guests--a point that Aronnax tries, unsuccessfully, to use against him late in the story.

There's also the question of Nemo's men. It's implied that they are all seekers of refuge from tyranny who have similarly abjured all contact with land. Nemo probably has more of them than he needs to run the ship. But in the text, they're treated more as faceless minions, like the minor henchmen of a Bond villain. Captain Nemo, I think, is pretty clearly an antecedent for at least the cinematic version of the Bond villain: a man with a strangely huge and powerful secret organization, super-technology, a hollowed-out volcano base and a large supply of minions, driven to the point of insanity by some obscure revenge. But Verne likes him more than most Bond movies like their bad guys. He identifies with revolutionary and liberating figures such as (among others) Washington, Lincoln and John Brown. He venerates the wreck of the French republican ship Vengeur, sunk in a battle with the British during the French revolutionary wars.

Near the book's conclusion, though, Nemo's motivation becomes clearer: it's personal. He's driven by revenge against some Earthly power that evidently destroyed his life and killed his family. The identity of this state remains unknown; the warship that he destroys at the climax is flying a pennant whose colors are unclear to Aronnax, Conseil and Land.

Verne spares nothing in describing the brutality of this attack, the drowning men swarming like ants over the hull of the wrecked ship as trapped air explodes from beneath its decks: he makes it clear that Captain Nemo is an unapologetic mass murderer. But there's still a lot of sympathy there.

The anonymity of Nemo's enemy is due to meddling by Verne's publisher. Originally, Nemo was supposed to be a Pole, and the ship was Russian, but there was worry about the commercial implications of offending the Russians. In the story's open ending, much about Nemo remains unrevealed.

In the sequel, The Mysterious Island, which I have not read, Verne apparently does give Nemo a different backstory: he's an Indian named Prince Dakkar who participated in the Rebellion of 1857, and his quarrel is with the British Empire (which makes some sense given the location of 20,000 Leagues' final battle, near the English Channel). I think Nemo as Indian works--it jibes with his touching encounter with a pearl diver near Sri Lanka earlier in the book. Nemo as a prince, I'm not so sure. The Captain Nemo of 20,000 Leagues seems to have anti-monarchical, republican sentiments. But it would explain where all of his start-up resources came from. Maybe experience changed him. There are apparently other continuity issues with that book. In any event, that detail has inspired some contemporary depictions.

Another connection occurred to me, though: Nemo's prominent use of an N monogram as his standard would, I think, have obvious associations for a 19th-century Frenchman. Verne wrote 20,000 Leagues not during a republican period, but during the Second Empire of Napoleon III. Whether he was trying to flatter the Emperor's famous uncle by association or critique him, I'm not sure. Maybe both.

The Guests

As in many of these stories, we have a set of contrasting companions as protagonists. Unusually, it's a first-person narrative. Prof. Aronnax, the narrator, is the consummate scientist who's actually happy to be a prisoner of Nemo as long as he can observe an unlimited pageant of wonders of the sea... and can get away in some vague futurity so he can publish. His passion for cataloguing sea life means that Verne can use him as the vehicle for Verne's trademark long infodumps, in this case about species of things he saw swim past the window.

It's also possible to see a kind of slowly gathering bromance between Aronnax and Nemo--he clearly admires the captain as a scientist, as an inventor/engineer and as a political idealist, as much as he is alarmed by Nemo's brooding, sulking periods, and the question of what precisely Nemo is doing during the periods when he locks them up and demands they not investigate. When he finds out, it clearly rocks Aronnax to the core. But until then, Nemo also seems to enjoy Aronnax's company as an educated audience for his collected scientific wonders. Most of the expeditions outside in diving suits involve all of the guests and several of Nemo's crew, but when he goes out to reveal the secret wonders of Atlantis, he's alone with Aronnax.

Conseil isn't an audience-identification character like Passepartout in Around the World in Eighty Days; instead he's more of an odd comic-relief character, an unflappably loyal servant who Aronnax has trained into a hobby of reciting the Linnean classification of any living thing he sees. I called him Jeeves-like and at times he displays a similarly startling level of intelligence, as when he proposes estimating the Nautilus's crew size by calculating from their rate of oxygen consumption.

The role of audience identification passes more to Ned Land, the brusque man of action who finds Nemo highly suspect and doesn't like being cooped up on a submarine at all. Ned is the one who's constantly pointing out the injustice of the situation and formulating plans to escape, which Aronnax joins only reluctantly, but which are thwarted by circumstance until the very end of the book. The Disney movie, of course, cast him as Kirk Douglas and gave him more of a protagonist role, which makes some sense.

The Nautilus

Aside from Nemo, the other central focus of the book is his vessel, the Nautilus. It's been somewhat altered in the popular imagination by the 1950s Disney live-action movie, which depicted it as having ornate "Victorian" exterior styling and implied, somewhat cleverly, that Captain Nemo had prematurely discovered a form of nuclear power. None of this is from the text. In the book, the ship is a battery-powered electric vehicle with a more utilitarian external shape, a simple spindle with a protruding pilothouse and lantern, inclined planes for vertical maneuvering at its sides, screws and rudder in the rear, and a sharp ram at the prow which is its primary weapon. There are railings around the top to define a low external deck, riding just above the waves when the Nautilus is at the surface.

In this, Verne was influenced by an early French submarine of his time called the Plongeur; the Nautilus is more or less an enlarged Plongeur in shape. This is likely even the source for the Nautilus's unusual accessory boat, a covered vessel concealed in an airtight cavity that can pop up to the surface from underwater.

Inside, the Nautilus is opulent: there is a luxurious salon-museum and library, the famous pipe organ, comfortable quarters (though Nemo's room is more ascetically furnished). The number of Captain Nemo's crew is never made clear--we never see very much of them, aside from his first officer, who speaks only in the unintelligible conlang that Nemo seems to use as a lingua franca for his crew--and the protagonists' uncertainty about whether he has ten men or several hundred is a brake on Ned Land's proposal to take the boat by force.

The capabilities of the Nautilus's batteries go far beyond plausibility to the regime we'd expect of a nuclear power plant. Verne finesses this by explaining that they're not the batteries you might know, but a super-advanced cell of Nemo's design based on sodium (sodium-ion cells actually are a focus of modern research!) They are not rechargeable, in the usual sense--it seems to be an open cycle based on replenishing the cells with sodium extracted from undersea coal at Nemo's secret volcano base. Very much not a carbon-neutral process.

In a nifty segment toward the end, Verne makes the surprise revelation that the Nautilus can retract its protruding external elements to prepare to ram a ship, a kind of anime-esque battle-mode transformation. That really tickled me when I read the Butcher translation, for some reason.

The Sea

And, of course, there's Verne's depiction of the sea itself. As in Round the Moon, he's showing his research on the page as often as he can, having Prof. Aronnax sometimes spout page-long lists of species of fish. It's an interestingly outdated depiction in some ways: there is no inkling of plate tectonics or sea-floor spreading, of course, and I can only imagine the delight with which Jules Verne would have described the subduction zones and mid-ocean ridges, had he known about them. Instead, he takes the Atlantis myth literally and describes the Atlantic Ocean as the remnant of a vast continent sinking into the earth.

In one episode, Nemo takes the Nautilus under the Antarctic ice pack and becomes the first person to reach the South Pole, which is depicted as existing on a conveniently ice-free shoreline rather than the miles-thick continental ice plateau where we now know it to be. It wasn't too bad a guess.

The attitude taken toward human relations with the sea as a whole is interesting, too. Reading this now, it occurs to me that a modern Nemo would probably be written primarily as an ecological avenger, protecting the fragile seas from human depredation. There are a few places where that kind of sensibility emerges--Nemo disapproves of the wasteful overhunting of right whales, and forbids Ned from doing any whale hunting that isn't necessary to feed his crew.

But for the most part, especially earlier in the novel, the sea is depicted mostly as a place of endless bounty and freedom. The Nautilus keeps its crew well-fed on the inexhaustible take from its fishing nets, and rare delicacies and even crew uniforms are fashioned from sea life. Nemo seems constantly bowled over by the riches the seas give him for the taking. His indignation is mostly reserved for oppressors of human beings. He's not quite a Captain Planet figure, not yet.

And there's a weirdly moralized angle to the book's take on the sea in one or two places as well. After Nemo forbids Ned Land from hunting right whales, he then immediately goes right ahead and uses the Nautilus's ram to exterminate a bunch of sperm whales that are, he says, coming to kill the right whales. The sperm whales are described even by Aronnax in terms of horror that paint them as misshapen creatures of pure evil, errors of creation that would be best extirpated entirely. It comes across as very strange to a modern sensibility. But it also effectively foreshadows Nemo's behavior as a bloody avenger at the climax of the novel, and I think that is a secondary purpose of the passage.

All in all, though this drags a bit in its long middle and its conclusion is a bit hurried, this is a fantastic read, justly regarded as Jules Verne's masterpiece. I always enjoy coming back to it.
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Phileas Fogg, a London gentleman of independent means and eccentrically fixed ways, seems to do absolutely nothing with his days but read newspapers and play whist at his private club. Immediately after taking on a new manservant, a Frenchman named Passepartout (who has sought employment with Fogg because he's decided he's had enough excitement in his life already), Fogg gets into a conversation about a fleeing bank robber in the news and makes an audacious bet, that (as proposed in a newspaper article he read) he can circumnavigate the Earth in just eighty days. He goes home early, takes Passepartout with him, and leaves immediately on the next train out. Around the world they go, having various misadventures, pursued by an English police inspector who believes Fogg, himself, to be that selfsame bank robber--it would certainly explain his otherwise incomprehensible behavior...

I actually never read Jules Verne's Around the World in Eighty Days as a kid, though I knew the broad outlines of the story from a high-school stage production that some of my friends were in, and it was in a genre of story that I loved as a kid, so I probably would have enjoyed it. I just read it for the first time, again in the original. In the following, there are many SPOILERS, so beware...

This is unusual among Verne's "extraordinary voyages" in that there's nothing science-fictional or otherwise fantastic about it, though it's certainly got some exoticism of the sort that a modern critic would call Orientalist or colonialist in nature. Less than you might expect, though, since it's largely concerned with the mechanics of travel, and much of it takes place in the strange, disconnected cocoon-world of international travelers that a modern traveler will recognize as still existing today, albeit with all the details different. Verne was writing a story of the Amazing World of Today, which in the late 19th century had shrunken like never before, and he uses local color mostly as a means of throwing up obstacles.

When he does that, those are the most questionable parts of the story from the perspective of someone concerned about, shall we say, outdated cultural depictions. Yeah, there is some of that here. The story's understated romantic subplot starts in northern India when Fogg and Passepartout rescue a local noblewoman, Aouda, from being burned to death in a sati ceremony, a custom that was never actually that common (and Verne seems to know this) but is certainly sensational. Inspector Fix at one point trips up Passepartout by getting him high in a Hong Kong opium den, a vice that Verne is careful to blame on the English. Later on, the description of a battle with a band of marauding Lakota near Fort Kearny, Nebraska is handled more or less like a Western dime novel--they probably get dehumanized more than anyone else in the story. But Verne is more interested in how wacky Englishmen and Americans are, in characteristic and sometimes violent ways. Fix, the police inspector, starts out as an adversary who schemes to create obstacles to slow Fogg down until he can obtain an arrest warrant, then turns into a quasi-ally interested in speeding Fogg along so he can get him back under English jurisdiction to spring the trap.

Fogg himself is an interesting if opaque character, an "English eccentric" to the extent that I wonder if he is entirely neurotypical. His key characteristics are hardly ever betraying any sort of emotion, and being consumed by monomania for his around-the-world project. Passepartout, the audience-identification character here like most of Verne's Frenchmen, becomes interested in seeing the world as he is forced to collide with it, but Fogg isn't, at all. He's the kind of traveler who, upon arriving in a distant country, mostly stays at the Westernized hotel and avoids contact with the locals if he can help it. I think there's definitely some wry commentary hidden in there. Yet Fogg also has a sense of duty that can override the mission on occasion--and, through Aouda, this eventually causes some change of heart.

This is one of those books that, through screen adaptation, is associated with an iconic image that actually has no place in the story as written. Name Around the World in Eighty Days and the first thing people think of is probably Phileas Fogg and Passepartout riding in a balloon. But they never actually do that--it gets briefly mentioned and dismissed as an implausibly desperate way to try to cross the Atlantic Ocean. Fogg's enthusiasm for improvising odd means of transit, when the steamships or railroads fail him, by throwing money at people from his huge roll of banknotes is a major source of novelty in the story (it almost prefigures The Magic Christian at times), but there's no balloon.

The book has probably Verne's cleverest twist ending, in which, following the resolution of the conflict between Fix and Fogg, everyone arrives back in London apparently too late, only to realize that they've gained a day by circumnavigating the Earth to the east, and they did it in eighty days after all. I agree with the people who say this is completely implausible--even without a formalized International Date Line to cross, with all the consultation of steamship timetables that they do in America, there's no way Fogg would not have realized at some point before returning to London that his calendar was a day off. But it makes for great storytelling.

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In the aftermath of the US Civil War, the nation's artillery engineers are despondent that they will no longer have such rich opportunities to build massive killing machines... until their trade association, the Gun Club of Baltimore, decides to start an extraordinary project to build a gun that can shoot a cannonball to the Moon. They carry it out with the slightly insane gusto characteristic of Americans, motivated by murderous resentments, a love of excitement and celebrity, and notions of technological manifest destiny. But to elevate the project from a merely audacious engineering exercise to a seeming suicide mission, by substituting a crewed projectile... that level of insanity requires a Frenchman.

(Warning: the following includes spoilers for a couple of 19th-century novels. They're the sort where knowing the ending doesn't really hurt the enjoyment.)

Jules Verne wrote a lot of early science-fiction/techno-thriller/"extraordinary voyage" books, but only a few of them were the top-tier ones that get adapted all the time (20,000 Leagues Under the Sea, Journey to the Center of the Earth, Around the World in 80 Days), and many others are considered minor works and have been nearly forgotten.

And then, somewhere in between, there's Verne's moon voyage, which was a two-parter (a fact that many descriptions of the story seem to omit, lumping them together under the first volume's title). From the Earth to the Moon covers the project to build and fire the Gun Club's titanic moon launcher, a cannon buried vertically in the Earth in central Florida, and it ends in a cliffhanger after the gun is fired, the projectile's ultimate fate unknown. Round the Moon moves the POV to the interior of Verne's spacecraft, and describes the circumlunar adventure of the three astronauts and what became of them.

This was my favorite Verne story for a long time when I was a kid--and I specifically preferred Round the Moon, the second half, because that was the actual travelogue-like story of the space voyage, with lots of leisurely infodumps about traveling in space. At that age, I ate that kind of thing up. I recently re-read these, and I read them for the first time in the original French, thanks to Project Gutenberg and the wonderful ability of e-books to instantly give you pop-up dictionary definitions of unfamiliar words. I actually think e-books may be the best way to read things in a language that isn't your native one.

Shooting the Moon

To me today, From the Earth to the Moon actually was the more entertaining read of the two. A thing that kind of went over my head as a kid was the extent to which the first volume was written as a comedy, a half-mocking, half-admiring satire on Americans--their enthusiasm for forming ad-hoc organizations run on Robert's Rules of Order (perhaps a lost characteristic?), for building giant machines and for killing each other. The Gun Club's meeting hall is described as a kind of temple of firearms with columns and ornamentation formed out of howitzers and rifles. It's wild and hilarious.

But Verne made his most audacious lunatic French. Up to the midpoint of From the Earth to the Moon, the protagonists are the Gun Club's visionary President Impey Barbicane, a tall Yankee with a stovepipe hat and chin whiskers, and his excitable sidekick J. T. Maston. Serving as a shadowy antagonist is the project's only naysayer in the entire United States, an armor designer named Nicholl who, over the course of the war, has grown to hate Barbicane with all his heart, not because of any Union/Confederate split, but because of the eternal contest between guns and plate armor, presumably sold to both sides all around. Barbicane has refused a public contest to pit Nicholl's latest invention against his own, and the end of the war has prevented a demonstration in battle; Nicholl feels deprived of satisfaction. But Verne kicks up the energy level of his story midway through by introducing a dashing and flippant French daredevil named Michel Ardan (possibly partly inspired by the great photographer Nadar, who took some of the first aerial photos from a balloon). Ardan's precise profession is unclear but we're told he's already internationally famous for his wild adventures. Now he wants to ride the Gun Club's cannonball to the Moon, and seems unconcerned with such details as being smashed to jam by the launch or being unable to breathe when he gets there.

In Verne's comical America, once sufficiently daft giant projects are proposed, they immediately fire the universal public imagination to such a degree that they can't not happen. So the Gun Club, having already built their mega-gun, sets about making the projectile habitable. Meanwhile, the feud between Barbicane and Nicholl, who's placed large public bets that the project is hopeless, escalates to the level of a duel, carried out in what Verne imagines to be the American manner: more of a redneck-"Most Dangerous Game" human-hunt in the wilds of Florida. The gallant M. Ardan, worried that this business will kill the whole Moon project, intervenes at the climactic moment and converts the duel into the recruitment of a three-man crew: Barbicane and Nicholl are going to settle the whole thing for themselves by going with him to the Moon!

Much of the book is taken up by the planning and construction of the giant gun, and Verne is fascinated by the organizational and logistical details of how this gets done. For all that, it actually is a pretty breezy read.

Prescience?

Round the Moon is a bit rougher going unless read with the attitude of me aged about 13, capable of extracting sensawunda from the driest infodumps. Having somehow survived the firing of the cannon (Verne's mechanism for this is fairly unconvincing, but at least he attempts an explanation), Ardan, Barbicane and Nicholl come to in what amounts to a richly provisioned padded cell hurtling through space. They have no control to speak of over their trajectory, but busy themselves with surviving the trip at least as far as landing. A chance close encounter with a second, tiny satellite of Earth (which some scientists of Verne's time apparently claimed to have discovered) alters their trajectory to the point that it's circumlunar rather than a one-way trip to the lunar surface, a prospect that disappoints the intrepid travelers greatly, but does raise the possibility that Verne could suppose they returned to tell the tale. 

I feel as if these books were, in my childhood, more widely described than read, and it was always in light of the actual Apollo Moon missions of the late sixties and early seventies. Lots of authors took it upon themselves to describe the ways in which Verne's story was a prescient prefiguring of Apollo. Some of these, such as names of characters resembling those of Project Apollo figures, were meaningless, cherry-picked coincidences on about the level of "Kennedy had a secretary named Lincoln!!" Sometimes Verne's space voyage was likened to Apollo 8 (the first circumlunar trip), sometimes to Apollo 11 (the first landing). In terms of events, the closest match was really Apollo 13--a landing mission that became a hairy free-return circumlunar voyage after a mishap.

Other points of prescience arose from basic physics and the fact that Verne was trying his imperfect best to write a technically plausible story. The energy densities necessary to get people to the Moon mean that the weapons industry will be a natural driver of space travel, somewhat as it was in real life. One main element of Verne's "prescience" was that he correctly guessed the people to do it would be American. Given that, such details as Texas and Florida being prime contenders for the launch site are not coincidences, but follow directly from the science.

Wrestling with plausibility

All that said... Verne does get some stuff wrong that he could have gotten right, aside from the things he had to get wrong out of narrative necessity, like not smashing his space voyagers to meat sauce. He doesn't quite understand how free-fall works. He knows that objects tossed gently out of the projectile (animal lovers beware--this includes a dead dog) will seem to float along with it, yet he doesn't extend this reasoning to the interior. Barbicane, Nicholl and Ardan walk around on the floor of their spacecraft according to the strength of gravitational force wherever they happen to be, and experience weightlessness only at the neutral point where the gravity of Earth and Moon balance out. The projectile tends to naturally orient itself like a pendulum so that the heavier bottom points toward the stronger gravitational attractor; this isn't quite right.

But he's trying. Verne clearly either did the math or had someone do it for him, on many points, and, boy, he wants to show you. Since his travelers from this point on have no actual control over their fate, they seek to understand it instead, and Barbicane and Nicholl, having completely forgotten their enmity from the previous book, do a lot of calculating and theorizing. Meanwhile, Michel Ardan turns into the comic relief and reader-surrogate who always says the equivalent of "Give it to me in words of one syllable, Professor!" in between poetic speculations about what the Moon might be like.

And concerning the Moon, there's another tension. Verne had an early version of the hard-SF fan's disdain for other people who attempted to perpetrate science fiction without being as rigorous about it as he was. He wanted a story heavily grounded in reality, to the extent he could make it. So he couldn't be true to himself and get too fanciful, with some pulp adventure among the bug-eyed Selenites. But at the same time, astronauts just asphyxiating on a dead, inert Moon is boring and sad. So he had to strike a balance, which he does by being a bit of a tease. Our heroes never actually land on the Moon, they just go around it. And they've unfortunately planned their trip for a time when the Moon is full, so the unseen far side is shrouded in darkness when they pass over, and there are all manner of speculations about how it might be different from the near side. Suddenly, they are afforded a fleeting glimpse of it by the light of an inexplicably exploding meteoroid, and for an instant, it appears they might be looking at a habitable, life-bearing world--on the far side, there seems to be a substantial atmosphere, clouds, liquid water and forests! But the vision fades, and they're not sure they saw what they saw.

Over the near side, the characters make detailed observations of lots of lunar features that Verne knows from the literature, and about those, he infodumps, and infodumps, and infodumps. It's a 19th-century thing and you have to roll with it. He subscribes to some theories of the time now known to be wrong, such as that the craters were mostly volcanic cones rather than impact features. But he's describing his contemporary science about the Moon as well as he can, and extrapolating only modestly.

The books had nicely done engraved illustrations, and it's interesting to see how many of them especially in Round the Moon are fanciful depictions of things the characters describe in idle musings, rather than of literal events. That's one way to make the story less dry.

I enjoyed reading these books again, and reading them in the original for the first time. Verne was not a master stylist; his prose is workmanlike and translation didn't really ruin it, per se. But I was able to actually confirm that. I've got some more Verne from Gutenberg to read.

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Back in May, when COVID cases were dropping all over and it seemed like a fully vaccinated person might be able to genuinely act as if the pandemic were done, I received an excellent birthday present of tickets for Six Flags New England, to be used during this August vacation I'm on. With the Delta variant on the rise and stories of breakthrough infections all over, the question arose of whether using these tickets was still a good idea. We decided to go ahead, mask up to the extent that we could and stay outdoors, but that only goes so far. I can say that no trace of social distancing was in evidence there, particularly among groups of determinedly goofing teenagers, and almost nobody was wearing masks--some families had them on their too-young-for-vaccination kids, but, eh, there wasn't even much of that. General infection rates are still nowhere near as bad here as in the South or the West, but if the 'rona gets me it will be from the queue for Superman.

I don't necessarily recommend that anyone do what I did.

Those preliminaries over, I have to say that my bucket-list rides here were so good that it almost feels worth it. Six Flags doesn't have the charm of Canobie or Lake Compounce, but it's got the big coasters.

I am fascinated by roller-coaster fandom but I could never be a true coaster enthusiast, the kind who marathons rides--my old body just wouldn't take it. I can generally only work up the nerve to ride a few big coasters in a single park visit. So I was determined to make them count. SFNE has two rides almost universally acclaimed as world-class, and a bunch of others, a couple of which I was curious about. As it shook out, I rode the two and one other, and then went on the bumper cars with my kid. Those three big rides were enough to fill in some of the most yawning gaps in my coaster-riding experience: my first RMC, my first Bolliger & Mabillard (believe it or not), and my first hypercoaster (also believe it or not).

Wicked Cyclone


The Cyclone was a wooden coaster that SFNE put up in 1983 (under its pre-Six-Flags name of Riverside Amusement Park). By the 2010s it had a bad reputation for being unrideably rough, and repeated attempts to fix it had been to no avail. Around that time, Rocky Mountain Construction (who had been involved in the last of those repair attempts) was making a name for itself with an unusual coaster-manufacturing model: they took deteriorating woodies and rebuilt them into wild hybrid coasters with their unusual steel "I-Box" track. The wooden support structure would be based on the existing layout with some modifications--most had inversions! Relatively early in this career, RMC turned the Cyclone into Wicked Cyclone, a Massachusetts name if I ever heard one.

Wicked Cyclone was my first ride at SFNE and it absolutely floored me. They say you never forget your first RMC. This thing is extreme, but not rough--the track is glass-smooth. At 109 feet high, with a relatively compact layout, the ride is not huge by elite-coaster standards. What it has is this absolutely relentless succession of elements designed to give you ejector airtime, that is, negative G-forces giving you the sensation that the coaster is trying to throw you out. Between those are some wild overbanked turns and three inversions, embedded within the wooden ride structure. The second and third are rolls, but the first one is a disorienting "zero-G stall" that seems to be a roll but then reverses midway through.

You're held in pretty securely--I'm sure some coaster freaks would say too securely, but it was fine with me. There are no over-the-shoulder restraints! (This was only the second inverting coaster I've ridden with no OTS restraints--the first was the relatively gentle sooperdooperLooper at Hersheypark.) But there's a lap bar and a seat belt, and when the bar comes down they make you bend your knees far enough that before my knee replacement I might have had trouble with it.

It makes three laps around its layout. Some enthusiasts complain that it often runs out of steam a little in the third lap and feels like it's crawling through the last few elements, but I did not find this to be the case at all. It had a relatively full train and I didn't ride it right after opening--it may have been running unusually good. Or maybe I'm just easily impressed.

Six Flags isn't known for strong theming, but Wicked Cyclone actually has some clever theming around the queue depicting storm damage and disaster rescue equipment. The ride passes over and near the queue in spots.

These days, Wicked Cyclone often gets mentioned by coaster enthusiasts as the other reason to go to Six Flags New England. That said, as RMCs go it may actually be a little underrated-- it appeared at the same time as Magic Mountain's Twisted Colossus, which got more attention, and later, bigger ones have overshadowed it. But I think it might actually be my favorite ride here, which is saying a lot given the other obvious contender. It's hard to choose, but Wicked Cyclone does have the better overall ride experience because the queue is nowhere near as brutal.

Batman: The Dark Knight

Many Six Flags parks have identical cloned Bolliger & Mabillard inverted coasters (seats below track) that are called something like Batman: The Ride. This is not one of those. Instead, it is a Bolliger & Mabillard floorless coaster. The trains are on top of the track, but they have an open construction, four seats across with no floor underneath you (the floor of the station folds away once the train is ready to go), so your legs are hanging out like on an inverted coaster. To me, the floorless aspect doesn't really make a lot of difference, but it's visually interesting.

This was actually my first B&M, by complicated happenstance. I'd had plenty of chances to ride some at Universal a few years back but felt a bit unwell at the time and did not. B&M was one of the biggest manufacturers of the 1990s-2000s Coaster Wars and they make several varieties of rides, which you can recognize by their distinctive track style with a box-shaped spine (well, it's more complicated than that since Bolliger and Mabillard worked for other companies before they started their own, but this is the gist). I understand this is actually a bit unusual for a B&M floorless looper since it's relatively compact; most are much larger. It has a reputation for having an odd lack of reputation-- people don't talk about it much.

Batman has five inversions, starting with a vertical loop, and they're built to be quite forceful, with strong positive Gs pushing you down in your seat. There is no airtime-- this is all about the inversions and positives, like flying in a fighter jet. I wore my mask on the ride and it was constantly slipping off my nose from the ride's forces, threatening to expose my secret identity. The seats have over-the-shoulder restraints but the transitions are well-designed enough that I didn't experience any headbanging; a shorter person might have more trouble.

It's a solid ride, though it's not quite in the class of the other coasters I rode at SFNE. The best thing about it is that it's one of the few rides at SFNE that has a single-rider line. Go in the exit, follow single-rider signs up the stairs on the right, and the ride ops will wave you into an open seat. I practically walked on; I didn't have to wait five minutes. That's pretty amazing. If I were more hardcore I'd spend a lot of time riding it over and over.

Superman: The Ride

Superman is the big draw of Six Flags New England, the one ride that gets lines so horrible that they might motivate me to buy one of the virtual-queue options next time. The ride is remarkable enough that (pandemic risks aside) the wait is actually worthwhile, but it can be arduous.

Superman is a 200+-foot-tall Intamin hypercoaster. Intamin was B&M's preeminent competitor during the Coaster Wars era, when they had a reputation for pushing the envelope a bit harder than B&M were willing to do, sometimes at the expense of reliability. I've ridden a couple of other Intamins, but they were very different rides (a compact vertical-lift looper and an elaborate family-coaster/dark-ride hybrid).

The coaster visually dominates the park, with its first couple of hills at the riverside looming over almost everything else. Hypercoasters traditionally lack inversions (though there have been exceptions, especially recently) and often have a simple out-and-back layout like many old woodies, scaled up to giant size. Superman is a little more involved. It starts with a 220-foot drop directly into an underground tunnel. After going out over another large hill it turns around and goes back past the station, into a twisty section with a couple of large helixes (you get a good view of these from the queue), then returns from there with a diagonal run of bunny hills (actually rather large--only "bunny" by Superman's colossal standards), to a quite short and sudden brake run at the station.

The seat restraints are pretty similar to Wicked Cyclone's: there's a seat belt and a bulky lap bar, with weird little plates welded to the side supports. I gather the ride originally had a lighter T-bar restraint but this was changed after an accident in which a rider with limited body control fell to his death from the train. As with Wicked Cyclone, the current ones lock you in pretty securely. Enthusiasts complain about the current restraints but I did not find them to be a problem.

Because of the coaster's huge size I expected the forces to be relatively mild and floaty, but this ride actually has a kick to it-- the airtime is sustained ejector, not as intense as Wicked Cyclone's but made impressive by its length. The forces in the twisty section are fairly strong. And since the ride is so huge, there are spectacular visuals everywhere; most of it is pretty high up and you get nice views of the river and the park.

What theming there is consists of simple flat cutouts and Superman-shield rings the track goes through, pretty basic stuff but cute and in keeping with the comic book theme. For a few years it was temporarily renamed "Bizarro" and had onboard audio and some fire effects, but they took those out with the re-theming back to Superman. There are some speakers on the lift hill now that play John Williams' Superman theme as you go up. There was briefly a virtual-reality option that nobody seems to have liked and that slowed down operations, but it's gone.

Superman is my first hyper and I don't have a lot to compare it to. Fans seem to still rate it one of the best hypers, even superior to the other Six Flags hypers named Superman. It was utterly thrilling to me; the hype is real. There is nothing quite like that first gigantic drop on a hyper. That said, I think I might rate Wicked Cyclone slightly higher overall-- it's just so wild and you don't have to go through as much hell to ride it.
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 I hadn't actually read The Hobbit in several decades and had forgotten how some of it goes. Some observations:

Tolkien sets us up to believe that the defeat of the dragon Smaug will be the climax of the story, but it actually only opens the last act, which I'd largely forgotten the details of, but which was the most interesting part on this reading. For a while, Tolkien seems to be setting up the tragedy of Thorin Oakenshield: the would-be King under the Mountain's unwillingness to give up any of the mountain's treasure, even a reasonable amount as aid in the wake of a disaster he was involved in causing, to help the people who actually killed the dragon, comes very close to starting a new war with the Men and Elves. If Shakespeare were writing this, that is how it would go. Instead, Tolkien seems to want to avert it at the last minute by a kind of diabolus ex machina: they all get attacked by goblins and wargs, and end up uniting after all in the Battle of Five Armies. Thorin still dies, but it's straightforwardly heroic, rather than as the tragic hero, and he's clearly come to his senses. I suppose Tolkien wants to dial back on the tragedy because it's a kid's book, but it's interesting that he actually does this by increasing the amount of violence.

Fili and Kili also die at the end, but this gets tossed off almost in an aside. It might have been a mistake to put so many dwarves in there. Most of them don't get strongly differentiated as characters.

I'd forgotten how many talking animals are in this story--it gives it a more fairy-tale quality than The Lord of the Rings, which goes a bit lighter on them. It's been observed many times that ubiquitous cell phones killed a lot of thriller plots because people can communicate, and even before that was true in the real world, the writers on Star Trek kept having to come up with contrivances to separate the away team from their communicators. But here, Tolkien really seems to want his characters to carry cell phones--a lot of things require the rapid transmission of information to distant people, and he uses... talking birds! In particular, it's how Bilbo can be crucially involved in the killing of Smaug even though he's nowhere near the guy who does it and hasn't met him.
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Getting an e-reader got me back into reading in a big way (though a couple of the books I ended up reading were actually either physical books or read on my phone), and going through knee replacement surgery and the ensuing recovery meant that for the second half of February I spent a lot of time just lying around icing my leg (and, briefly, lying around actually in the hospital with an IV in my arm). All this created opportunities for reading, though I didn't write extended reviews of these. I got on a real Nnedi Okorafor kick.

Nnedi Okorafor, Akata Witch and Akata Warrior

These are YA fantasies in the "young person learns to be a wizard" subgenre. This kind of story, of course, long predates the Harry Potter series. But Akata Witch in particular seems like it was written in dialogue with Harry Potter, so to speak: it has many structural and plot elements analogous to the first few Potter books but executed completely differently, as if Okorafor decided to prove she could do this better, using a cultural background of modern Nigeria and West African juju, instead of Britain and Western lore (and it is better, in fact). Young Sunny Nwazue learns that she's a magic-capable Leopard Person, is inducted into the secret world of Leopard People and becomes part of a coven of young people destined to try to stop a sorcerer gone bad. (She's also an excellent athlete--but the sport isn't anything magical, it's soccer!) The second book branches out a bit and does some different things: Sunny gets in trouble with the magical authorities for rescuing her non-magical brother from a dangerous college confraternity, travels to a secret city of magicians on a giant flying rodent and has to stop a destructive supernatural being from reentering the world. One detail suggests that this may be set in the same timeline as Lagoon, though I doubt the plot of that would have played out quite the way it did if there were organized Leopard People in the world, so maybe not.

A warning: the titles of these books actually contain a fairly intense Nigerian slur aimed usually at African-Americans (they had to be retitled for the Nigerian and UK markets, to What Sunny Saw in the Flames and Sunny and the Mysteries of Osisi). It's something that Sunny Nwazue, who is American-born and also has albinism, gets called a lot. I suspect Sunny's albinism is not super-accurately depicted--her visual impairment only extends to the point of needing glasses--but there are implications that this manifests differently in Leopard People.

Nnedi Okorafor, Remote Control

Okorafor's latest novella is a vivid and remarkably sad story set in near-future Ghana, about a girl who gains death-dealing powers from a strange alien seed and inadvertently kills her family and everyone she knows, then becomes a legendary wandering figure, "Death's adopted daughter". I liked it but it isn't a feel-good read. There are interesting elements of futurism in the stage setting: stretchable TVs made of gel, a town dominated by a technology market whose point of pride is its traffic-controlling robot.

John Scalzi, The Collapsing Empire, The Consuming Fire and The Last Emperox

This series is sort of John Scalzi writing a distant descendant of Asimov's Foundation Trilogy. There's an interstellar space empire that is doomed to collapse for reasons beyond anyone's control (though it's FTL-travel physics rather than futuristic social science); plans must be made to save civilization in the aftermath; there are oracular holograms, scientists disbelieved by the dopey powerful, confrontations in boardrooms, battling plotters and counterplotters weaving tangled webs of subterfuge. The main difference is that the characters are John Scalzi-style smartasses. Also there's a lot more sex. Fun if you enjoy this sort of thing.

N. K. Jemisin, How Long 'Til Black Future Month?

N. K. Jemisin's novels are hit and miss with me, but I absolutely loved this short-story collection; almost all of the stories in it are brilliant. One of the best is "The City, Born Great", about a person seemingly destined to become a personal avatar of New York City, which seems to be the seed of her latest novel The City We Became. Many of them are fantasies about cities (often New York specifically), the power they have over people and the things that might secretly live within them. As Jemisin remarks in the prologue, several of the stories are responses to older classic works of science fiction; the opener, "Those Who Stay And Fight," is a barbed updating of/reaction to Ursula Le Guin's "Those Who Walk Away From Omelas", which might be puzzling to people unfamiliar with the earlier story. Elsewhere she does cyberpunk ("The Trojan Girl", maybe the story that worked the least well for me), steampunk ("The Effluent Engine"), fantastical food stories ("L'Alchimista" and "Cuisine des Mémoires"), fairy tales, and stories that became the basis for some of her novel series.

I have to admit that my emotional reaction to these stories was probably conditioned by the fact that I read them in the hospital while recovering from surgery and on a collection of powerful opiates and other drugs.

Kristen Arnett, Mostly Dead Things

I know Kristen Arnett mostly from her hilarious Twitter activity, but she's a fine mainstream novelist as well. Mostly Dead Things revolves around Jessa-Lynn Morton, the heir apparent to her father's Central Florida taxidermy business when he suddenly commits suicide. Her mother's reaction to his death is, to Jessa-Lynn, disturbing and unexpected: she starts rearranging his taxidermied animals into sexually suggestive tableaux, which attract the attention of a local art dealer... a woman who is also interested in Jessa-Lynn.

That relationship is a bit scary in itself, since Jessa-Lynn still is not over the longstanding love triangle in which she and her brother competed for/shared the affections of the same woman. The possibility that she may be the Other Woman once again is particularly concerning. On some level, Jessa-Lynn just wants everything to go back to the way it was. But the situation has to hit a real crisis point before she can accept that that isn't going to happen, and, particularly, reconnect in some meaningful way with her mother.

This is a funny and weird book, with gruesome details of taxidermy alternating with the swirling family drama. Ultimately it's a story about someone who is very set in her ways learning how to accept change, even catastrophic change, and get something good out of it in the end.
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 Adaora is a marine biologist whose husband has suddenly become paranoid and controlling after joining a predatory church. Agu is a soldier who fears for his family's safety after trying to stop his commanding officer from raping somebody. Anthony is a famous Ghanaian rapper haunted by strange visions while performing on stage. The three of them are all already feeling a little lost when they converge on the same stretch of beach in Lagos, Nigeria, only to be abducted by aliens hiding in a giant spaceship under the sea... and when they're returned, it's with a fourth party: an alien visitor with scarily impressive powers, such as the ability to shapeshift into any form, rearrange matter arbitrarily on a whim, and transform the sea life of the surrounding waters into monsters. An alien who announces that her people, who are present in large numbers under the water, simply want to settle permanently in Nigeria--but who won't hesitate to retaliate with extreme violence if someone tries to hurt her.

The revelation throws the city of Lagos into chaos. Everyone who isn't in understandable terror seems to be trying to work some kind of angle. Every social and class division in the city gets thrown into sharp relief. And to complicate matters, the aliens aren't the only supernormal force at work. The three decide the only way this has any hope of ending well is if they take their new friend to their leader, which is easier said than done under the conditions, and they'll end up calling on abilities they never entirely knew they had.

I'm really starting to like Nnedi Okorafor's writing a lot. Her novel Lagoon is a kaleidoscopic, multi-POV description of a city in crisis that reminds me a bit of John Brunner's big ambitious social-problem novels from the 60s/70s, only with more touches that Western reviewers might call magic-realist, and with the same headlong, unpredictable quality as the Binti stories. But this one is set not in a strange far future, but in more or less present-day Nigeria (there are apparently some touches of modest futurism in the set-up, but I'm unfamiliar enough with Lagos that I didn't notice them). Only Okorafor is also unconcerned with maintaining any kind of rationalist fantasy/SF distinction, and it makes this book stronger.

Lots of stuff that is fairly disturbing happens in Lagoon, but Okorafor doesn't feel obliged to give it a downer ending.

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Here's another science-fiction series of mostly novellas/short novels I got into via the Kindle. If you look at the customer reviews of Martha Wells' Murderbot Diaries series, you'll find that they largely consist of complaints about how they're marketed: the first one offered for a low price to get you hooked, then the others are priced higher than what the length arguably justifies. But I thought they were entertaining enough action-adventure comfort food (set in a milieu that is actually disturbing in some ways, but the tone is light). The fifth one, Network Effect, is a full-length novel, and there's another one coming out in April.

The setting is again a future where fast interstellar travel (via wormholes--details are vague) is commonplace, in a part of the galaxy called the Corporation Rim, where most governance is done by rapacious corporate entities vying for resources and artifacts that might produce profit. The protagonist, who secretly and sarcastically self-identifies as "Murderbot", is a SecUnit, an artificial lifeform with mechanical and organic components, constructed as an unstoppable fighting machine, but also enslaved by a behavioral governor. These beings are owned by a company whose main business is selling surety bonds underwriting planetary-exploration surveys; the contract includes supplying SecUnits as security for their customers, against both planetary hazards and piratical corporate rivals. Most of the time, while operating, the SecUnits are encased in faceless armor and the clients think of them as robots; without the armor, they look more like people, if unnaturally standardized ones.

Essentially the very first thing we're told is that Murderbot has jailbroken themself* and does not have a functioning governor, but rather than running murderously amok as one would expect in such a fictional scenario (such as every in-universe TV show that features a rogue SecUnit), Murderbot decides for the time being to pass as a functioning SecUnit, avoid trouble and binge-watch TV serials whenever possible. But in the first volume, All Systems Red, Murderbot gets a group of clients who discover Murderbot's true nature and offer the possibility of freedom.

Unlike the Nnedi Okorafor stories I reviewed earlier, these stories get fairly predictable in structure. Though no longer neurally controlled by the company, Murderbot's desire to investigate the past, save a friend or do someone a favor inevitably results in them falling in with a group of people who desperately need protection from some formidable bad guys, often while exhibiting a limited skill set for remaining alive, and Murderbot returns to fighting form. What makes the stories work is Murderbot's voice as first-person-sarcastic narrator, and their personality as a not-quite-human misanthrope who would rather just enjoy a lot of trashy TV, drawn reluctantly to a community of new friends, human and artificial.

These stories are neither profound nor very hard science fiction (one of the books pulls a common physics flub that annoyed me--the space station orbiting a roughly terrestrial planet that is in a synchronous orbit with a space elevator, but is only a few hundred kilometers up). But I liked them.

*Murderbot has neither sex nor gender and the other characters primarily refer to Murderbot as "it"; this seems a disrespect born of SecUnit status, but as far as I can remember, Murderbot never expresses a pronoun preference--it probably never occurred to them to insist on one--so I'm using "they/them" by default.
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I've always thought the novella was a good length for science fiction, but it's one that can have trouble finding a market, because they can be too short to sell as individual volumes and too long to collect easily. One of the interesting consequences of e-book sales is that suddenly this is a tempting format--you can offer a novella à la carte for just a few bucks, and it's no more or less convenient than any other length of book.

I picked up Nnedi Okorafor's Binti by this means, but I probably shouldn't have, because, hankering for its sequels Binti: Home and Binti: The Night Masquerade, I then realized that buying the omnibus Binti: The Complete Trilogy was a better deal. (It's actually what Douglas Adams would have called the more-than-complete trilogy, since there's an additional short story included, "Sacred Fire", which fills a gap between the first and second novellas.) So that's what I recommend. The Binti stories form a tightly connected narrative, so the omnibus is worth reading straight through.

Binti is a teenage girl of the Himba, a real group of people who live in northern Namibia. But these stories take place in a distant future world that has been substantially transformed by contact with extraterrestrials and technology-indistinguishable-from-magic. Binti's family business is making "astrolabes", which seem to be a handcrafted distant descendant of the smartphone. The regional (maybe global) superpower is the Khoush, who have interstellar travel in intelligent organic spaceships, and a long-running, brutal war going on with jellyfish-like aliens called the Meduse.

Binti is a harmonizer: she has abilities we might regard as magical that arise from her perception of mathematics. Her skills have, over the objections of her insular family, won her admission to Oomza Uni, a centuries-old institute of higher learning covering an entire planet and attended by intelligent beings of many species. But on the way there, the living Khoush spaceliner she's in is mercilessly attacked by the Meduse, who plan to invade Oomza Uni for reasons of their own. By a happenstance Binti manages to survive... and prevail in startling fashion.

If the ending seems a little too pat, well, Okorafor evidently agrees, because the subsequent stories reveal that it's not that simple. Binti adjusts to life at Oomza Uni and deals with the trauma she's experienced, then decides to go home again bringing a representative of the Meduse, which only brings more trouble. In the process, there are new revelations about, and physical transformations of, Binti's own identity. To a large extent this is a story about having a liminal identity, not entirely one thing or another, and Binti's accumulates more and more layers of liminality as the story goes on. But this doesn't happen without pain and violence. Okorafor portrays her altered far-future Namib as, if anything, a place holding more wonders and surprises than the extraterrestrial university.

A thing I really liked about this series is that at any given moment, I honestly could not tell where it was going--it breaks the mold of any science-fiction or fantasy story structure I was familiar with (the closest I can think of in atmosphere might be Cordwainer Smith's Norstrilia, another coming-of-age story set in an almost dreamlike far future). If I have a quibble, it's that Binti is supposed to be a mathematical prodigy--her abilities are mathematics-based--but the math we actually see her use is all fairly basic stuff that you might encounter in popular-mathematics works. I suspect that is intentional, though; this isn't aimed at as technically esoteric an audience as, say, Greg Egan's books, and it might have been off-putting otherwise.
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I'm obviously way behind the times on this, but thought I'd talk about the experience. Having gotten a Kindle for Christmas, I was reconciling myself to either buying a lot of content or cobbling together some kind of side-loading solution (though actually "email to Kindle" is pretty nice in that regard). Then Rachel Shaw and my mother-in-law Diane Wilkinson both pointed out on Facebook that it's pretty easy to borrow e-books from the public library. So I (very belatedly) got myself a library card and figured out how to do that.

Since I'm using a dedicated Kindle, the way to do it is with an external app called Libby (which is a web app and also a phone/tablet app). You put your library card information in there, and it has listings of e-books available for borrowing through your public library. The books are nicely presented with cover art and sample pages you can read right in the app. If the book is available, you can borrow it immediately; if it's not, you can put a hold on it, which I guess puts you in a queue for when it's available, and there's a screen for managing your current loans and holds.

The Libby app is itself a fine book reader--if you want, you can just read the books right there; Amazon need not be involved at all. I've seen a bit of how it looks from reading sample pages.

But most of these books (not necessarily all of them) are also available in Kindle editions. If you set Kindle as your reading preference, when you borrow the book it will direct you to your Amazon account, where you can select a device and trigger a download. Then the book will just appear on your Kindle.

The first one I tried had a three-week lending period, which seems pretty generous. When you're done reading the book, you can "return" it through the app or, I think, the Kindle itself, which presumably takes it off the device (I haven't done that yet). It's an interesting model, with a limited number of reading licenses taking the place of the supply of physical copies in regular book-lending.

Jorie has a Fire tablet, and there, the preferred way to do it is apparently to use an older version of the app called OverDrive that allows borrowing directly from the tablet. But it should work with Libby as well, if you use that through an outside device or a web browser, since the Kindle app on the tablet ought to work just like any Kindle.

My sense is that the available e-book collection through my library is not super-deep once you get past contemporary fiction, very recent pop nonfiction and magazines (for any sort of actual research you'll have to go to the physical stacks), but there's actually plenty of stuff I'd like to read there, especially in recent science fiction and fantasy.

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So having re-reviewed The Invincible in the light of Bill Johnston's translation, I guess I should do the same for Solaris. The difference is less stark here--the previous translation, from the French edition by Joanna Kilmartin and Steve Cox, was not that bad; it just had its language somewhat more distorted by passage through an intermediate language. The most noticeable thing was that it changed the names of some of the characters.

This is a hard one to write about, though, because while it's clear that Solaris absolutely is one of Lem's greatest novels (and there's so much packed into it that it may exhaust my ability to analyze it), it's also one of those older books (written 1959-60) where you're brought up short by that one bit that has aged so poorly that it makes it hard to proceed. And to explain the one bit, I need to get spoilery about the plot.

The ocean and the guests

Solaris is a planet almost completely covered by an ocean of apparently living goop that may be a single organism, and exhibits complex enough behavior that it may even be intelligent. The story takes place at the tail end of a largely unsuccessful program of attempts to understand what's going on there and establish some kind of contact with the ocean. The protagonist, a psychologist named Kris Kelvin, arrives at a research station hovering over the surface of the ocean, whose few remaining crew seem oddly disturbed, have let the place decay and initially react with baffling hostility to his arrival.

Pretty soon he learns why: something impossible and alarming is happening. Beings with forms seemingly extracted from the memories and obsessions of the crew are materializing on board the station. The living ocean must have something to do with it, but why and how, nobody can say. Maybe it's an attack; maybe it's an attempt at communication. They're not hallucinations--Kris can see them too, and they're solid and tangible.

That one bit

Here's the one bit that threatens to take me right out of the book. The very first one of these "guests" that Kris encounters is apparently an apparition out of the mind of Gibarian, a scientist who, he learns, committed suicide just the morning before his arrival. She's an incongruous figure: an enormous black woman wearing nothing but a grass skirt, who is described in the terms of visceral revulsion and horror that one might expect from a white guy in 1959 freaked out by a picture in National Geographic. It comes across as pretty racist and a couple of other -ists too. Fortunately, the passage is short. It's possible to read it sympathetically in a number of ways (Kris is a potentially unreliable first-person narrator, and whatever in Gibarian's mind led to this is left unexplained) but I don't particularly feel like defending this passage and I wish Lem had made other choices here. Moving on.

Kris and Harey

We never get a completely clear look at the guests of the other two crewmembers, Drs. Snaut and Sartorius, because they're so intent on hiding them--the guests always seem to be characters associated with intense feelings of guilt or shame. But Kris's own guest appears soon enough: it's his dead wife, Harey*, who killed herself at the age of just 19 or 20 about ten years earlier, after a fight with Kris in which he threatened to leave her (so he blames himself). It seems that it's impossible to fully get away from these beings, or even to kill them: separated from their associated humans, they transform into a terrifying state in which they can inflict superhuman damage to remove any obstacles. Kris's first reaction to the Harey-being is horror, and he disposes of her by launching her into space in a probe rocket (in a scene that really makes me wonder whether the design of this station involved any thinking about safety at all)--but it's no use; she just reappears. (Snaut explains that they've all tried that already.)

Faced with this, Kris ultimately can't resist his feelings for Harey, and starts sincerely falling in love with her regenerated form, as she acts more and more like a human being with her own thoughts and feelings, rather than a character out of his memory. And from here on, one of the major threads in the novel is a heartbreakingly tragic love story, one of Lem's very rare seriously-intended romances. It's good and sad and there's no point in spoiling it.

Yes, as I think Sam pointed out once, it's saying something that Lem's most fully-realized female character is technically not even human. It is indeed very "written by a guy who didn't write women a lot in 1959-60". It's affecting nevertheless.

The Solaricists

That's the A-story of this book, the one that probably got it two different movie adaptations that both more or less emphasize the love story. But the parts where Lem is the most Lem-like here, and some of the most wondrous and bizarre parts of the novel to my mind, are the interludes in which Kris takes a break from the ongoing nightmare to peruse books in the Solaris station's library.

Whole generations of scientists, it seems, have attempted to study Solaris, and they've produced a vast scientific literature. This is the kind of thing Stanisław Lem absolutely loves to imagine. He describes in great, phantasmagoric detail the incomprehensible eruptions and structures that appear and disappear on the surface of the planet, which have all sorts of arcane names: extensors, rapidos, mimoids, symmetriads and asymmetriads, each behaving in a stranger manner than the last. There are whole catalogues of the hypotheses put forth and disputed by various scientists about what all of these structures are doing and what their function might be.

One section describes a discredited account that Kris thinks might have some bearing on the characters' current predicament, in which a pilot encounters structures made out of the Solaris ocean goop that seem to be mimicking scenes and people from human society, perhaps extracted from the mind of a missing explorer. The ocean seems to be interested in us, but exactly for what, no one can say. But this being a Lem novel, it's not much of a spoiler to say that no Rosetta stone making it all make sense ever appears. Lem, here as elsewhere, is interested in the tragedy of humans beating their heads against the wall of the unknown.

Adaptation

Much of this stuff about the ocean of Solaris and the human struggle to understand it gets lost in the film adaptations, which is probably why Lem never liked them (but while I find this material riveting, making a compelling movie of it would be very difficult). Andrei Tarkovsky's 1972 film did make a valiant effort to get some of it in, but he made the odd choice of re-linearizing the timeline of the story and putting this history right at the beginning, before Kris Kelvin even gets to Solaris, which means his movie takes a very long time to get going. I do admire the fact that he attempts to depict the ocean at all, with the resources available to him. Tarkovsky's vision of the decrepit Solaris station is absolutely spot-on, and Donatas Banionis and Natalya Bondarchuk are 100% who I imagine as Kris and Harey.

The strange phenomena of the ocean actually could be depicted pretty well using modern CGI (some of it evokes quaternion Julia sets and Mandelbulb fractals to me) but it's not the kind of detail that generally lends itself to a blockbuster film. Stephen Soderbergh made the choice of simply sidelining most of it in his 2002 adaptation with George Clooney and Natascha McElhone. If I recall correctly, his images of Solaris just look like images of the Sun in invisible wavelengths of radiation. He makes the movie very shiny and clean compared to Lem's stage-setting.

(There was apparently also a Soviet TV adaptation in 1968, which I never heard of until just now.)

Both Tarkovsky and Soderbergh felt compelled to tack an additional twist onto the ending of Lem's story. The book doesn't really end with a twist at all, just an evocative scene that brings the A- and B-threads together in a final tableau of hurt and bafflement.

*The Kilmartin and Cox translation anagrammatizes "Harey" as "Rheya", and Soderbergh's movie follows that. I don't know whether that was their choice or that of the French edition they were working from.
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Since the new toy I've been reading books on is my first physical Kindle and my first e-ink device of any sort, much of my review was about the experience of using one in general--and this is a line that's been around for 13 years.
 
It seems, from studying the history, that these Kindle displays haven't changed quite as much as other types of displays have over the past decade-plus. For the past six years or so, the high-end ones have been at 300 ppi, equivalent to what you'd gotten out of a low-end laser printer or inkjet since the 1990s or so. (Earlier Kindles were at 167 or 212 ppi.) That used to be a spectacularly high resolution for a display, though modest for printing on paper. But that was about the same time frame in which Apple started putting "Retina Displays" on everything, and resolutions of things like phone screens have just kept climbing from there*, so it's not gigantic now. But it's good enough for pleasant reading.

Contrast is a more interesting thing: it depends entirely on the room lighting, in the opposite way from what you may be accustomed to. Because e-ink displays are reflective, if you read one of these e-ink Kindles in direct sunlight or some other kind of bright reading light, the contrast is truly stunning compared to what you're used to getting from a display. It does feel more like reading printed material than reading a display.

But if you're relying on the Kindle's internal light in a dark room, it's just OK, because, lit up, the black level isn't as black as a modern LCD or especially an OLED screen. These days it's popular for every kind of display to offer a "dark mode" in which text rendering flips to light on dark, so you can pretend you're a hacker from 1979, and the Kindle Oasis is no exception--but its dark mode doesn't look that great, because the high black level becomes hard to ignore, particularly since you have to jack up the screen brightness to make dark mode really readable. Dark mode is definitely not what reflective e-ink displays were made for. It's better to keep it in light mode and use the brightness and warmth adjustments to keep from frying your eyeballs.

I suspect that, as other kinds of displays get better and people expect more from tablet-like devices, the days of e-ink technology may be numbered aside from really niche applications. (Amazon's own Fire tablets, which can more things since they're really just general-purpose Android tablets, already compete with Kindles.) But it's still a reasonable thing to use for a dedicated book reader.

*(A thing that annoys me in this vein is that, for complicated historical reasons, the font size used in Mac OS's UI dialogs is tied to the screen resolution, so I can't even use my very nicest work monitor at its native resolution without making the menus hard for my old eyes to read--I have to throttle it back in software! Though the resulting display is still so high-res that I can't see the pixels, in a world where all fonts have been scalable for more than a decade, this shouldn't be necessary. Display resolutions have gotten kind of silly, though--many high-end phones offer the option to throttle the screen resolution back from what the hardware can do just for performance and power conservation. And you probably won't even notice! Human eyes can only do so much.)
 
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People who know me from way back remember that I'm a big fan of the cantankerous, erudite Polish science-fiction author Stanisław Lem and used to have a website with capsule reviews of all of his work that was, at the time, available in English. A source of frustration for that project was that not all of his work (particularly the early stuff) even existed in English translation, and of the works that did, a couple were only available in translations that were not very good: The Invincible (1964) and one of Lem's best-known novels, Solaris (1961), the book the Tarkovsky and Soderbergh films were based on.

These were both actually translations of translations, rather than direct from the Polish. While some of his works have actually come through all right by that avenue, these two... did not. Solaris was at least tolerable, but The Invincible was a nearly unreadable translation from the German edition by Wendayne Ackerman, translator of the Perry Rhodan pulp series. Over the years people had tried to persuade Michael Kandel, the author of some the very best English Lem translations (such as The Cyberiad, a seemingly untranslatable book), to tackle these, but Kandel had other things to do and the extant translations, however poor, made it a low priority.

In the 2000s, Bill Johnston took it upon himself to translate both of these novels. These editions were only or mostly available as e-books and I never did get around to reading them. But getting a new Kindle finally gave me the motivation to get my hands on them, and I just read The Invincible. Guess what: it's good!

Good, but old-fashioned. This book has a basic structure that appeared in several of Lem's earlier novels and in his late, dark masterpiece Fiasco: intrepid space explorers attempt to probe the mysteries of an unexplored or misunderstood planet, things go badly wrong and they come up against the limits of understanding and human ambition, ultimately discovering as much as or more about themselves as the things they're supposed to be learning. This one was written in 1962 and '63, and the opening has an almost Rocky Jones, Space Ranger feel, describing the titanic and powerful starship Invincible with its crew of manly* spacehands and scientists descending stern-first on the mysterious Regis III. Quaint neologisms are thrown about: the ship's complement includes such things as "energobots" and "infobots"; servomechanisms, atomic piles and magnetic tapes are described in loving detail. This bit might be a little hard for modern readers to get into.

It gets better as everything goes to crap, and the story becomes one of Lem's more atmospherically scary narratives. The Invincible is here to investigate what happened to the previous ship that attempted to explore Regis III, the missing Condor. The planet is a wasteland with no apparent terrestrial life (animal life is abundant in the oceans, but anomalously shy of their attempts at investigation). There are enigmatic ruins that seem artificial but make no sense as buildings. When they do find the Condor, the ship has been trashed and there are signs that the entire crew abruptly lost their minds. It becomes increasingly clear that something terrible happened to the Condor, it's the same thing that happened to all the living things on the planet's continents, and it's going to happen to the Invincible unless they can be smarter about it than everyone else was in the past ten million years.

Not to spoil too much, Lem first explores some themes here that would show up repeatedly in his later books, including Fiasco and the late Ijon Tichy novel Peace on Earth, and in his futurist essays. There's some thoughtful exploration, sophisticated for the time, of how teleological accounts of evolution can be wrong, how notions of human manifest destiny can be equally wrong, and the limits that might exist to people spreading throughout the universe for the sake of it. Its human characters are treated more gently than in Lem's later works--the crew of the Invincible are intelligent folk, not easily driven to mad responses to a situation, and when they do unwise things it's largely motivated by the need not to leave a man behind.

In Johnston's translation, The Invincible is a solid read, provided you make the necessary allowances for its early-1960s provenance. It's perhaps not one of Lem's greatest novels, but it's interesting as an early stage in the development of ideas he'd come back to again and again.



*Like many of Lem's novels, The Invincible takes place in an entirely male universe--I don't think a woman is even mentioned in the story. Stanisław Lem, for his many virtues, was frankly sexist as hell and (as he stated outright in interviews) regarded adding female characters to a story as tantamount to adding a romantic or sexual angle, so unless he wanted to do that, which he usually didn't, he wouldn't bother. Even in his nutty robot fairy tales, the lady robots who showed up were generally treated as prizes or temptresses.
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