Neuromancer: 25 years later

Videogames and the wildly popular arcade scene played an important role in the formation of the cyberpunk ethos as well, helping Gibson formulate what would become his most powerful trope of all: cyberspace. The word “cyberspace” was first used by Gibson in his short story Burning Chrome in 1982, but came to full prominence in Neuromancer:

"The matrix has its roots in primitive arcade games," said the voice-over, "in early graphics programs and military experimentation with cranial jacks… Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding..."



As videogames and personal computing saturated popular culture, cyberpunk’s notions of neural implants and jacking into the matrix proved irresistible. Neuromancer turned cyberpunk from a fringe concept to a full-fledged cultural force. Even if the mainstream didn’t know exactly what cyberpunk was, it was always there, seething under the surface with sinister prognostications about the direction we were headed. As the 80s wore on, Gibson followed Neuromancer with Count Zero (1986) and Mona Lisa Overdrive (1988). which became known collectively as the Sprawl trilogy (named after the Boston-Atlanta megalopolis that figures in all three books).