Knowledge=Power=Energy=Matter=Mass. As a result of this physical law, the increasing size of libraries in the late 19th century resulted in distortions in time-space to gather around them. People walking into libraries often find that time inexplicably seems to pass faster or slower. This is because time is actually slowing down or speeding up, due to the warp in space-time caused by libraries. It was discovered by Albert Einstein that objects with large gravitational pull, like the Earth, cause bowls in the fabric of space-time. Because libraries contained sufficient knowledge and, thus, sufficient mass to bend space-time, they created their own, smaller bowls within the Earth's bowl, which makes them exceptionally difficult to leave and very easy to be sucked into.
Although the exact nature of the problem wasn't known at the time, several scientists had observed that libraries had a sort of gravitational pull to them, and in the 19th century they developed the first Electronic Gravity Abortion Device. These devices sealed off the top of the bowls created by the libraries, so that people could walk near them without feeling the gravitational pull. Further, easy transfer from the libraries bowl to Earth's was easily available through various EGAD Systems, so that being trapped behind the barrier generated by the EGAD was not an issue. These devices devoured electricity all day-long at an alarming rate, they were extremely expensive, and very, very noisy, but it was the only solution they had.
Then, in 1947, Thomas T. Goldsmith, Jr. and Estle Ray Mann developed a new device, using nuclear technology, the Gravity Abortion Mechanical Escutcheon, which was quieter, more energy efficient, and smaller. This invention came just in time, as it was soon discovered that Data=Knowledge, and that computers would thus soon pose a threat to rival that of libraries in terms of gravitational pull. Through the 50s and 60s, it was discovered that the radiation caused by the GAMEs caused life within the pocket-dimensions created by the sealed off bowls caused by computers to transform into strange new forms, instead of simply mirroring the surface world. Observed dimensions contained very simple life forms at first, and were given names like Mouse in the Machine and HAX.
It was in 1962 that Steve Russel created the Spacewar! GAME. This GAME was the first to have observed life forms fighting one another for a resource called, for lack of a better term, "points." Later GAMEs became more advanced, with access to more points, and a corporation called Magnavox discovered that these points could be converted into real world resources using GAME Consoles. They developed the Odyssey-GAME and began to colonize various GAME worlds with it. Atari soon saw the profits to be had by conquering cyberspace and started their own GAME colonies. This was the beginning of what would eventually become known as the Console Wars.
The year is now 1995. Ever since Nintendo saved the world from the hordes of Inferspace (commonly known as Hell) in 1984, no one has been able to challenge their dominance of Cyberspace. Recently, Sony has entered the market with a powerful new Playstation-GAME System, however Nintendo's N64-GAME System remains dominant. The real loser of the war would be Sega, whose Dreamcast-GAME System proves ultimately incapable of holding their GAMEs from invasions from Nintendo and Sony. However, even as the three war for dominance, a new power prepares to enter the scene...
Microsoft lacks any GAME system to make proper invasions with, however they have developed a new technology that will link one computer to another, which will also link the respective GAMEs together. Slowly, they've built the infrastructure necessary to link the computers of the world together, using a technology called Internet Explorer. This network, called the Internet, will allow Microsoft to move troops from one end of cyberspace to another with alarming speed. Although their own cyber empire is incredibly small, this new edge will allow them to expand. Further, no one will want to give up the advantages of the internet, and thus no one will dare break alliance with Microsoft.
It was a perfect plan. Until everything went wrong.
For unknown reasons, Microsoft HQ's automatic security system has gone insane, locking the building down. Further, all Microsoft GAMEs have been shut down (both of them), and access to them has been shut down, turning Microsoft HQ into an impenetrable fortress controlled by an unknown entity.
Fortunately, Microsoft was prepared for this.
Microsoft, like most cyber corporations and many governments, employs a contingent of Gravity Abortion Mechanical Escutcheon Rangers (GAMERs for short), a group of people trained from birth to counter threats within GAME worlds, and while their amazing powers do not carry over into the real world, their experience in high-stress, life-and-death situations does. They're the only hope those trapped inside Microsoft HQ has now. The GAMERs will enter into Cyberspace from one of the GAMEs not yet hooked up to the Internet. The GAME will then be connected to the Internet, and the GAMERs will be able to move from their GAME, through the Internet, and into Microsoft Space Simulator. From there, they'll be able to upload themselves back into the real world inside Microsoft HQ, find out what's going on, and put a stop to it.
So, do you have what it takes to be a GAMER?