How Dr. Chew Saved Emeralda:

 

Memories of the ancestors

 

Faced with the eminent failure of his game, the inventor of Emeralda returns to his student mentor, who has by this time succeeded in hiding in the safety of another realm. With only his memories to guide him, he summons the eminent Dr. Chew for his help.

By Bill H. Ritchie, Jr.

The screen was flashing its warning: In moments my stamp collection would vanish, erased by the inspector at the dock. "He" detected a fatal error. My virtual stamps would not pass his queries! 

The question appeared again:

Whose works are inside Stone Phone?

Whose works are inside Stone Phone?

Whose works are inside Stone Phone?

I had already missed the question about the guest book. I inserted my disk again. If this iteration—dated May 27, 2003—didn’t have that data, I’d have to return to the Professor’s Cabinet and mine it for the answers. It occurred to me that the data might have been erased already by the Gates’ Protectoress.

I summoned Dr. Chew.

If I could hold his image and spirit in my mind, perhaps he could help me now. I’m weary of these dull proceedings. I’m almost falling asleep. This is the effect I’ve heard about, been warned about. It always comes when the information is dry, technical and boring.

Dr. Chew was never boring. He was my favorite among all the story-telling mentors that I knew in his domain of expertise, Stamp World. If anyone could help me now, it would be Dr. Chew. He was not only a video pioneer but he was also a games pioneer, and early gamer—playing when Space Invaders came out in 1978.

I heard the disk drive on my computer whirred and clicked. I’m imagining myself on the Island of Perfect Press today, so I click on the Perfect Press brochure. I flash my passport, so I don’t have to endure the firewall this time. The face value of the Stone Phone stamp says 1972.

Where are the 1972 stamps, then? Not on Perfect Press, obviously. The dates there show 1979-82 stamps. I click back through my passport at random. On my second guess I hit pay dirt: 1972 is on the island of fast art, the island we know as  MacRitchie’s.

But wait! Only the placeholder is there. Someone has it checked out of the archives.

“Here’s the challenge,” I thought I could hear Dr. Chew whispering a cheat in my ear, “You can create a facsimile.” Then, as if Chew’s magic ways of stamps had taken hold of me, I could see the pathway, like an opening in the clouds.

I opened the artist’s archives and located his galleries for the finest image of the Stone Phone. I hoped that it was still available to download. I was in luck. There it was, an .eps file.

I was just starting to open my paint program and get started on a counterfeit, when something drew my attention away—something on my studio walls distracted me. It was my new paintings of kite designs. I thought of a melody I’d heard millions of times, but somehow, just now, that melody was connected to my triptych of the Japanese Kite Stamps.

What is the connection? The melody was from the NPR station, one that it seemed hundreds of different musicians had rearranged and performed on a vast array of instruments. Sometimes the tune barely resembled the original score.


I awaken. Was I dreaming?

Someday it would be like that dream in my game, Emeralda. People could get the images and create their own stamps from them, retaining what they wanted from the original, and improving it with their own iterations in the form of artist’s, crafts peoples’ and designers’ stamps.

In a flash the illusion was gone. I looked at my screen. Time is running out!

I had lost track of time. I try to remember how I got here. I must have been busy, because now there is an image of 1972: Stone Phone on the screen. The next problem was to be able to identify the parts, for that would certainly be on the queries when I try to leave this island.

That list could be a long one. I’d have to inventory all the parts of Stone Phone if I were to have a good enough facsimile to convince the protectorate of the archives that the stamp belongs to me.

I began with the CD that’s in the upper part of the stone phone. I created a hotspot on the image and linked it to the Absent Professor’s manuscript, Women Who Fell to Earth. I added an impressive handprint as a background to the text. That’s just what the professor would have done. It was an image from the cavern at Cosquer, a fitting choice.

I looked at the timer. Yes, my time is up. Yet I believe I succeeded, thanks to the advice of Dr. Chew. I only wish he were actually here. But, it that happens, it will be the opening of another story.

About the Author: Bill H. Ritchie, Jr. is an Itinerate Professor based in Seattle. He taught college (UW) and after promotion to full professor of printmaking and media arts, he resigned at 43. He then launched several teaching, research and practice companies. In 1992 he discovered Emeralda, a fantasy region accessible only by computer. He invented the rules-of-play and created an operating system for online interactivity for himself.

He writes for the benefit of discipline, using a PDA when he's wandering around and a desktop PC to organize his essays. He has a thousand or more saved, which you can see listed on the ten "islands" on the Web. An example is www.seanet.com/~ritchie/ppzine.html, on the island of Perfect Press in the Emeralda Region.

For further information contact Bill H Ritchie via e-mail at ritchie@seanet.com. His professional Web site is at www.seanet.com/~ritchie and his first portal for Emeralda is www.artsport.com. The company name is Emeralda Works, 500 Aloha, Seattle, WA 98109. He can be reached by telephone at (206) 285-0658. Statistics: 947 Words. 4342 Characters. 2 Pages. ipp3528 How Dr Chew Saved Emeralda. ©2002 Bill H Ritchie, Jr.