How To Use MetaTools for MetaProgramming Part 2

ANNIE OAKLEY — This is a “seance” type Orb, which puts you in touch with a time-space discontinuum that can be useful for the Soul Voyager.

ELVIS SEANCE — Sure, he’s got a lot of fan mail to wade through every day, but what the heck, you might catch him in.

HOUDINI — Erich Weiss spoke English with a strong Eastern European Jewish accent. If he sounds like Tony Curtis, you might have gotten hold of the Hollywood Houdini.

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How to Use My Orbs to Program & MetaProgram the Human BioComputer & Beyond

I’ve released the Orbs, but haven’t yet put them in any order. They’re meant for two purposes. First, the lower Orbs — the HBM Programming ones — are just intended as “Practice” runs. Sure, it’s nice to clean up your HBM act, but all that stuff melts away in the very first second you’ll spend in the Between-Lives State. Your real work will be with the MetaPrograms, the ones that address the Spiritual Being and your own special brand of individuality on the Spirit Plane. Of course, above that, we’re all One, but that’s a lot harder to admin.

Even there, we’ll deal with that lofty space a lot sooner than you’ll really want to. It’s the MetaProgramming Set, and it comes at the tail end of a large number of exercises and tests. This is the Real Thing, and you don’t want to mess it up.

Using these Orbs with the SuperBeacon, Matrix and Running Ammy is highly recommended for the greatest possible spiritual benefit. Keep your Quantum up!!!

Here is a short list of the PROGRAMMING Orbs & Modules:

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MetaTools for Programming & MetaProgramming the Human BioComputer

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In the world of  my longtime friend John C. Lilly, M.D., there was at the root of anything he did, the fundamental problem of countra-survival programming running in the brain, somehow imposed on the Human Biological Machine by the environment, but mostly by people in the environment. Continue reading

Friendly Flatties

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That’s me on the right, indicating my very intelligent but very literal laboratory creation, Bob the Robot, at the 1956 WorldCon Science Fiction Convention. The robot responded to simple commands from the RC unit in my friend Phil’s hand and yes, that’s a lampshade he’s wearing for a hat — that’s what was available at the junk store. He was built in three days. The hardest part was the aluminum paint — it wasn’t perfected yet, and didn’t do well on cardboard. Inside the robot costume is my friend Mike, who helped design and built it, and then figured out how to motivate it and make it “speak”. A flashbulb installed at the top would go off at the touch of a button. It exploded the first time we tried it. Very simple programming produces flatties, basically ON BP=MP, which is to say, whenever contacting any “otherness”, move toward it. Another way of saying that is to quote the U.S. Army’s 3 Commandments: If it moves, salute it. If it doesn’t move, pick it up. If you can’t pick it up, paint it. Of course the paint used is always whitewash. If I didn’t appreciate flatties, I wouldn’t have created and used thousands of them. They make the game work!!! Only thing is, don’t expect from Artificial Intelligence what you’d expect from a live player, is all.

See You At The Top!!!

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Thoughts on Virtual Combat

Alta Rydder is ready for action in GoreBagg’s Dragon 3D 1.08 beta version — this is totally updated and upgraded; it’s mistified and Goddlike. Let me throw a few thoughts out here about virtual combat.

First of all, every character that you as a level-designer plunks thoughtfully down into the level map is real in its own world. You’ve got to get used to that idea or you can’t really write levels. There’s more, much more. Read on…

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