Jimmy nudged Crake. “You think he’s got his hand on her ass?” he said.

“That’s a geometrical problem,” said Crake. “You’d have to work it out.”

“What?” said Jimmy. Then, “How?”

“Use your neurons,” said Crake. “Step one: calculate length of man’s arm, using single visible arm as arm standard. Assumption: that both arms are approximately the same length. Step two: calculate angle of bend at elbow. Step three: calculate curvature of ass. Approximation of this may be necessary, in absence of verifiable numbers. Step four: calculate size of hand, using visible hand, as above.”

“I’m not a numbers person,” said Jimmy, laughing, but Crake kept on: “All potential hand positions must now be considered. Waist, ruled out. Upper right cheek, ruled out. Lower right cheek or upper thigh would seem by deduction to be the most likely. Hand between both upper thighs a possibility, but this position would impede walking on the part of the subject, and no limping or stumbling is detectable.” He was doing a pretty good imitation of their Chemlab teacher—the use-your-neurons line, and that clipped, stiff delivery, sort of like a bark. More than pretty good, good.

Already Jimmy liked Crake better. They might have something in common after all, at least the guy had a sense of humour. But he was also a little threatened. He himself was a good imitator, he could do just about all the teachers. What if Crake turned out to be better at it? He could feel it within himself to hate Crake, as well as liking him.

But in the days that followed, Crake gave no public performances.

Crake had had a thing about him even then, thinks Snowman. Not that he was popular, exactly, but people felt flattered by his regard. Not just the kids, the teachers too. He’d look at them as if he was listening, as if what they were talking about was worthy of his full attention, though he would never say so exactly. He generated awe—not an overwhelming amount of it, but enough. He exuded potential, but potential for what? Nobody knew, and so people were wary of him. All of this in his dark laconic clothing.

Brainfrizz

Wakulla Price had been Jimmy’s lab partner in Nanotech Biochem, but her father was headhunted by a Compound on the other side of the continent, and she’d taken the high-speed sealed bullet train and was never seen again. After she’d gone Jimmy moped for a week, and not even LyndaLee’s dirty-mouthed convulsions could console him.

Wakulla’s vacant place at the lab table was filled by Crake, who was moved up from his solitary latecomer’s position at the back of the room. Crake was very smart—even in the world of HelthWyzer High, with its overstock of borderline geniuses and polymaths, he had no trouble floating at the top of the list. He turned out to be excellent at Nanotech Biochem, and together he and Jimmy worked on their single-molecular-layer splicing project, managing to produce the required purple nematode—using the colour-coder from a primitive seaweed—before schedule, and with no alarming variations.

Jimmy and Crake took to hanging out together at lunch hour, and then—not every day, they weren’t gay or anything, but at least twice a week—after school. At first they’d play tennis, on the clay court behind Crake’s place, but Crake combined method with lateral thinking and hated to lose, and Jimmy was impetuous and lacked finesse, so that wasn’t too productive and they dropped it. Or, under pretence of doing their homework, which sometimes they really would do, they would shut themselves up in Crake’s room, where they would play computer chess or Three-Dimensionals, or Kwiktime Osama, tossing to see who got Infidels. Crake had two computers, so they could sit with their backs to each other, one at each.

“Why don’t we use a real set?” Jimmy asked one day when they were doing some chess. “The old kind. With plastic men.” It did seem weird to have the two of them in the same room, back to back, playing on computers.

“Why?” said Crake. “Anyway, this is a real set.”

“No it’s not.”

“Okay, granted, but neither is plastic men.”

“What?”

“The real set is in your head.”

“Bogus!” Jimmy yelled. It was a good word, he’d got it off an old DVD; they’d taken to using it to tear each other down for being pompous. “Way too bogus!”

Crake laughed.

Crake would get fixated on a game, and would want to play it and play it and perfect his attack until he was sure he could win, nine times out of ten anyway. For a whole month they’d had to play Barbarian Stomp (See If You Can Change History!). One side had the cities and the riches and the other side had the hordes, and—usually but not always—the most viciousness. Either the barbarians stomped the cities or else they got stomped, but you had to start out with the historical disposition of energies and go on from there. Rome versus the Visigoths, Ancient Egypt versus the Hyksos, Aztecs versus the Spaniards. That was a cute one, because it was the Aztecs who represented civilization, while the Spaniards were the barbarian hordes. You could customize the game as long as you used real societies and tribes, and for a while Crake and Jimmy vied with each other to see who could come up with the most obscure pairing.

“Petchenegs versus Byzantium,” said Jimmy, one memorable day.

“Who the fuck are the Petchenegs? You made that up,” said Crake.

But Jimmy had found it in the Encyclopedia Britannica, 1957 edition, which was stored on CD-ROM—for some forgotten reason—in the school library. He had chapter and verse. “‘Matthew of Edessa referred to them as wicked blood-drinking beasts,’” he was able to say with authority. “‘They were totally ruthless and had no redeeming features.’” So they tossed for sides, and Jimmy got Petchenegs, and won. The Byzantines were slaughtered, because that was what Petchenegs did, Jimmy explained. They always slaughtered everyone immediately. Or they slaughtered the men, at least. Then they slaughtered the women after a while.

Crake took the loss of all of his players badly, and sulked a little. After that he’d switched his loyalty to Blood and Roses. It was more cosmic, said Crake: the field of battle was larger, both in time and space.

Blood and Roses was a trading game, along the lines of Monopoly. The Blood side played with human atrocities for the counters, atrocities on a large scale: individual rapes and murders didn’t count, there had to have been a large number of people wiped out. Massacres, genocides, that sort of thing. The Roses side played with human achievements. Artworks, scientific breakthroughs, stellar works of architecture, helpful inventions. Monuments to the soul’s magnificence, they were called in the game. There were sidebar buttons, so that if you didn’t know what Crime and Punishment was, or the Theory of Relativity, or the Trail of Tears, or Madame Bovary, or the Hundred Years’ War, or The Flight into Egypt, you could double-click and get an illustrated rundown, in two choices: R for children, PON for Profanity, Obscenity, and Nudity. That was the thing about history, said Crake: it had lots of all three.

You rolled the virtual dice and either a Rose or a Blood item would pop up. If it was a Blood item, the Rose player had a chance to stop the atrocity from happening, but he had to put up a Rose item in exchange. The atrocity would then vanish from history, or at least the history recorded on the screen. The Blood player could acquire a Rose item, but only by handing over an atrocity, thus leaving himself with less ammunition and the Rose player with more. If he was a skilful player he could attack the Rose side by means of the atrocities in his possession, loot the human achievement, and transfer it to his side of the board. The player who managed to retain the most human achievements by Time’s Up was the winner. With points off, naturally, for achievements destroyed through his own error and folly and cretinous play.


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