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This is why the experience of Miller's world is more like visiting an early acid house club than reading a traditional comic book. Miller initiates a reexploration of the nonlinear and sampling potential of the comic-book medium, pairing facing pages that at first glance seem unrelated but actually comment on each other deeply. A large, full-page abstract drawing of Batman may be juxtaposed with small cells of action scenes, television analysis, random comments, song lyrics, or newsprint. As the eye wanders in any direction it chooses, the reader's disorientation mirrors Batman's confusion at fighting for good in a world where there are no longer clear, clean lines to define one's position. The comic-book reader relaxes only when he is able to accept the chaotic, nonlinear quality of Miller's text and enjoy it for the ride. Then, the meaning of Batman's story becomes clear, hovering somewhere between the page and the viewer's mind.

Even more grotesque, disorienting, and cyber-extreme is the work of Bill Sienkiewicz, whose Stray Toasters series epitomizes the darkest side of the cyberpunk comic style. The story – a mystery about a boy who, we learn, has been made part machine – is depicted in a multimedia comic-book style, with frames that are include photographs of nails, plastic, fringe, packing bubbles, toaster parts, leather, Band-Aids, and blood. This world of sadomasochism, crime, torture, and corruption makes Neuromancer seem bright by comparison. There is very little logic to the behaviors and storyline here – it's almost as if straying from the nightmarish randomness of events and emotions would sacrifice the nonlinear consistency. In essence, Stray Toasters is a world of textures, where the soft, hard, organic, and electronic make up a kind of dreamscape through which both the characters and the readers are moved about at random. As Bruce Sterling would no doubt agree, an accidental or even an intentional electrocution could come at any turn of a page.

Finally, though, cyber-style comics have emerged that are as hypertextual as Miller or Sienkiewicz's, but far more optimistic. Like the characters of Marc Laidlaw and Rudy Rucker, the Teenage Mutant Ninja Turtles are fun-loving, pizza-eating surfer dudes, for whom enjoying life (while, perhaps, learning of their origin and fighting evil) is of prime importance. They are just as cyberpunk and nonlinear as Batman or the Joker, but their experience of life is playful. While the characters and stories in the subsequent films and TV cartoons are, admittedly, fairly cardboard, the original comic books produced out of a suburban garage by Eastman and Laird are cyberpunk's answer to The Hitchhiker's Guide to the Galaxy. Four turtles, minding their own business, fall off a truck and into a puddle of ooze that turns them into human-size talking turtles. They are trained by a rat to become ninja warriors, and then they go on an interdimensional quest to the place where the transformative ooze originated. Throughout their adventures, the turtles maintain a lighthearted attitude, surfing their way through battles and chases.

The violence is real and the world is corrupt, but the turtles maintain hope and cheer. The comic itself, like the Toon Town atmosphere, is a sweet self-parody, sampling nearly all of the comic-book-genre styles. But instead of creating a nightmarish panoply, Eastman and Laird use these elements to build a giant playground. Challenges are games, truly evil enemies are ''bad guys,'' and the rewards are simple – pizza and a party. The Teenage Mutant Ninja Turtles series offers the only optimistic response to a nonlinear and chaotic world: to become softer, sweeter, more adventurous for its own sake, and not to take life too seriously.

Signal Compression and Mind Expansion

The multimedia quality of cyber comic books spills over into cyberian video production, which has begun to reinterpret its own dynamic in relation to the fantasy games, novels, and comics. While these media borrow from video's quick-cut electronic immediacy, videographers now borrow back from the cyberpunk style and ethics to create a new graphic environment – one that interacts much more intimately with the viewer's body and consciousness than does the printed page.

At any Toon Town house event, television monitors throughout the club flash the computer-generated imagery of Rose X, a company created by Britt Welin and Ken Adams, a young married couple who moved Petaluma, California, to be close to their mentor, Terence McKenna. Global Village enthusiasts, they hope their videos will help to awaken a network of like-minded people in remote regions throughout the nation. Their vision, inspired in part by McKenna, is of a psychedelic Cyberia, where techniques of consciousness, computers, and television co-evolve.

Like McKenna, Ken and Britt believe that psychedelics and human beings share a morphic, co-evolutionary relationship, but they are quick to include technology in the organic dance. As they smoke a joint and splice wires in their garage-studio (where else?), Ken explains the video-psychedelic evolutionary model.

"Psychedelic experiences are almost like voices from your dream state. They call you and they seduce you. People are also constantly seduced by psychedelic techniques on TV that have to do with fluid editing and accelerated vision processing. People love that stuff because it strikes them in a very ancient place, something that spirals back down into the past for everybody whether or not they're using psychedelics. It's there already."

Like MTV videos that substitute texture for story and quick cuts for plot points, Rose X videos work on an almost subliminal level. Meaning is gleaned from the succession of images more than their linear relationship. Viewers process information moment to moment, thus the amount processed increases with the number of cuts, even if the data is less structured. Rose X takes these techniques a step further by intentionally appealing to the viewer's ability to experience a kind of morphic resonance with the patterns and data flashing on the screen. Even their subject matter – their most popular videos are talks by Terence McKenna and Ralph Abraham – is intended to awaken dormant zones of human consciousness.

Britt, a perky, dark blonde with a southern accent, pops in a "video collage" and details her take on the relationship of technology, psychedelics, and consciousness. The images swirl on a giant video screen flanked by banks of computer equipment and wires. It's difficult to figure out the difference between what's around the screen and what's being projected onto it.

"We work in a psychedelic state when we're able to. And then we have a different relationship to our technology. We're into a concept called `technoanimism,' where we really think of technology itself as an animistic dynamic that filters through the individual machines, bringing an overspirit to them – an animistic spirit that's way beyond what humans are comprehending on their own level."

Britt, like Sarah Drew from the music world, has developed herself into a cyborg. Both women unite with their technology in order to channel information they believe is new to humanity. Just as house musicians start with a sound, then go where the sound takes them, Britt allows her video and computer equipment to lead her into artistic discoveries. "When you are functioning at a high psychedelic level and you go into a cyberspace environment, you lose your parameters and you find yourself entirely within the electronic world. It breeds its own surprises."

Unlike most men in the cyber-arts scene, who tend to think of themselves as dominators of technology, Ken, like Britt, strives to become "one" with the machine. "Our video-computer system's set up to ease us into a level of intimacy where we can use it in a transparent sense. If I enter into a trance relationship with it, then it ends up having a spiritlike existence."