May 27, 2003

  • I was glad that I could please someone today: a young teenager named Becky who was waiting for her PC that was re-formatted and loaded with goodies by me and delivered this evening.  Now she can read her backlogged e-love letters and chat with her cuddly buddies online.


    That PC delivery and setup shot all other use out of this evening, however.  Except for a retreating thereafter to a little lost coffee shop to play with a button that I occasionally press that says “Try Me.” 


    Try Me : Well, I certainly should, more often and even with varying approaches, I’d quest.  Trying Me is undoubtedly less entertaining than much, if not all, else that tempestuously tosses itself at me as a diversion everyday.   In fact, Trying Me is practically no diversion at all, but rather an unconstrained yet focused effort to discern that single point of assemblage that channels the psychic disposition.   


    First, set off upon a meditative musing, relax, relax, relax.  Let one’s immediate concerns flee like children finding glee in a Release from the Dungeon.*  Feel diffusively, in one’s vicinity, the vicarious swirl of energies spun from the inequilibriums of so many incompletely differentiated entities pulsing through life’s gauntlet (ecologic empathy).  And as you feel it, you realize that you are a part of it.  And you realize that the world ‘merely is’ energy and an attentiveness to its fluctuations is the construction we all call ‘time’.   Then, when the quiet ecstasy of this localized yet anchorless energetic collective has completely embraced you and you it,  surprise and confront its entire inertia (and yourself by inclusion therein) by decisively directing one’s psychic awareness with extreme splattering prejudice upon it.  This is accomplished by switching, with swift intent, one’s scattered perceptual ungatherings over into a vortex of voracious energetic assemblage, thus steering the convergence of temporal fluctuations into a simultaneity, and allowing the world as a singularity to brand its imprint upon one’s psyche qua  audacious collection screen . 


    Word of advice: Don’t “Try Me.” unsupervised at home.   Instead, “Try You.”


    * In the game Release the Dungeon, children divide evenly into two sides, one which hides and the other which seeks.  The seeking team’s goal is to capture all the hiders (by touch, not just sight) and bring them back to a ‘Dungeon’ or fairly large, designated line-in-the-dirt ‘box’ (picture, perhaps, one-third the end-zone of a football field) that one or more of the seekers is usually guarding.  When more hiders are captured, typically more seekers tend to stand guard about the Dungeon.  If all the hiders are captured, the seekers win and then take their turn becoming hiders.  However, captured and en-dungeoned hiders can be freed to flee back to hiding by any yet uncaptured hider who storms the Dungeon and crosses its boundaries without being touched.  Hence, the guards around the Dungeon act like goalies attempting to stop the penetrating attempts of hider-liberators while other seekers are out hunting for still-hiding hiders.  If the Dungeon gets successfully released (as often, when I played, it would ), the seekers’ supreme forces of organization fall prey to the rampaging mirthful havoc of hiders once again at-large.

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