'Ah, booth number seven. You truly are a connoisseur, Mr Fontaine. Perhaps it is beyond your means?'

Janus opened his wallet, took out all the money that remained. This substantial roll of cash he silently handed over. The man smiled, gently, as he flicked through the notes. 'You have chosen wisely. Please, enjoy…'

Janus walked, slowly, over to the seventh booth. Distantly, as though from another country, another time, he could hear the chimes of midnight, the cheers of the crowd, the dull whiz and pop of fireworks. Hesitating only for a second, he pulled back the curtain, and stepped through.

PIMP! - THE BOARD GAME

This is by far the most complete of all the items on exhibit at the Museum of Fragments. It was dated and copyrighted in 1997. All of the more obscure terms can be found in any good dictionary of the late twentieth century. (See addendum* for further, more speculative remarks.)

(text begins)

CONTENTS

· 1 game board, depicting a stylized map of the Soho area of London; 4 playing pieces (Pimp, Prostitute, Punter, Pig); ?100,000 in play money, of various denominations (not to be used as legal tender); 30 assorted Pleasure cards; 30 assorted Punishment cards; 30 assorted Fetish cards; 4 Sexual Stamina Charts; 2 dice (six-sided, twelve-sided); 1 instruction leaflet.

INTRODUCTION

· The game of Pimp! is to be played by four players, who choose by luck of the draw to play either the Pimp, the Pro, the Punter or the Pig.

· Each player has a different objective, which they may undertake alone, or by forming alliances with other players.

· Movement around the board is governed by the throw of the dice, or by utilizing any stamina points they may have won during play.

· The winner is the first player to reach their given objective, or to find themselves the last player alive.

RULES OF PLAY

· Players begin the game at their designated starting locations, as marked on the board: the Pimp at the Pad; the Pro on the Street Corner; the Punter at the Pub; the Pig at the Police Station.

· Each player starts the game with the following amounts of money: the Pimp receives ?100; the Pro ?50; the Punter ?200; the Pig ?1,000. The rest of the money forms the Bank. Money can be lost or gained during play, depending on the skill of the player. If any player's resources dwindle to zero, they are deemed to be out of the game, unless they can persuade any of the other players to lend them money.

· All players receive 6 sexual stamina points to begin with. These may be supplemented by certain Pleasure cards, or else gained by visiting the Drug Dealer's pad. If a player's sexual stamina drops to zero, they are deemed to be out of the game.

· All players receive 2 Fetish cards to begin with. Others may be gained during play.

· Pleasure and Punishment cards are to be taken up whenever a player lands on the designated squares (the telephone booths), or when forced to take them by another player. All actions described on these cards must be undertaken immediately, unless the player can 'buy' his or her way out of it. Fetish cards, however, can be used as desired, as long as the player has the required sexual stamina.

· To successfully complete an objective, the winning player must get back safely to the correct starting location.

OBJECTIVES

· The Pimp must take all the money off all the other players, without being arrested by the Pig. The Pro must not leave him; the Punter must not beat him in combat.

· The Pro must get through the night with her initial resources intact, and without being arrested by the Pig. She must not fall in love with the Punter, or get beaten up by the Pimp.

· The Punter must have sex with the Pro, without being arrested by the Pig. He must try to get the Pro to fall in love with him, thereby not having to pay her. He must not be beaten in combat by the Pimp.

· The Pig must arrest the Pimp. He must receive a bribe off the Punter. He must have sex with the Pro, without paying.

EXOTICA

· Sexually Transmitted Diseases: if infected, a player will lose an escalating number of stamina points each turn. Cures can be found at the Drug Dealer's pad, or from the Ail-Night Chemist's.

· Sex without a Condom card increases the risk of disease by ten points.

· Various illegal drugs can be purchased from the Drug Dealer. If a player experiences a Bad Trip, two stamina points are lost. Poppers increase the strength of Pleasure cards by five points.

· Any player caught in possession of drugs by the Pig loses 6 points, unless they give the drugs to the Pig as a bribe.

· If the Punter is spotted by his Wife, he loses 5 points.

· The Pimp must be male. The Pig must be male. The Pro may be male or female, or transsexual. The Punter may be male or female. If the Punter is male, and the Pro is male, the Punter is deemed to be Homosexual. Homosexuals play the game at greater risk.

· If the Pimp is killed, any other player can become the new Pimp, except for the Pro, for whom there can be no escape.

· The Pig may never be arrested, not even for murder.

· Any player surviving Fetish Booth # 7 is deemed to have won the game, even if their overall objective is not yet reached.

(text ends)

* Addendum. The actual 'game', to which the above leaflet offers instruction, has never been found, nor any mention of it. This has led to certain theories stating that the game was meant to be played 'for real' on the streets of Soho. Some commentators have even speculated that the instructions refer not to a game at all, but to real life.

CHROMOSOFT MIRRORS (V.4.2)

The dramatic rise and fall of the Chromosoft empire has already been expertly charted, especially the part that Mirrors version 4.2 played in the short and dramatic end. I offer the following story as a more human addendum to the official history. It may illuminate a dark passing, if only with a single beam of truth. Concerned as they are with the bigger picture, none of the extant histories have managed to reveal the actual person responsible for the final, terrible error. It was, of course, Chromosoft's policy that all mistakes be veiled by collective responsibility.

My grandmother, Elisa Gretchen, died before I was born. Any knowledge I had of her life came through borrowed memories, until my discovery of her private journal. I need not go into the details of this discovery, except to say that the primitive nature of the recording medium necessitated the expensive purchase of an antique cd-rom player.

Elisa was on the famous skunk team that came up with the original idea for the Mirrors technology (code-named the 'Alice' project), and was active during all stages of its development and demo-testing. Later on she was assigned to the troubleshooting team, which suffered heavily during the fretful launch period. Version 1.0 was riddled with bugs, and the new interface itself so strangely inhuman that the critics were quick to predict the company's demise, especially with its main competitors riding high on the 'back to nature' campaign of the fashionable DOS revival. Version 1.1 ironed out some of the problems, and v.1.2 introduced the new feedback loop dynamics. It was the major relaunch, with v.2.0, that really kick-started the product's unprecedented success. With a brand-new interface, greater thought-recognition software, and an inspired marketing campaign centred around the slogan, 'Chromosoft Mirrors - where's your head today?', the whole world turned to gaze in on itself.


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