That work led to Davenport Simulations, a small software company that specialized in computer-based simulations of law-enforcement crises, intended to train police communications personnel in fast-moving crisis management. By the time the company's management bought him out, Davenport Simulations were running on most of the nation's 911 equipment.

The simulations hadn't much interested him. They'd simply been an obvious and logical way to make money, more of it than he'd ever expected to make. And while games still interested him, he'd lost his place in the gaming world. The new three-dimensional computer-based action/strategy games were far beyond anything he'd been able to do as recently as five years before.

When he'd gotten rich, when he'd gotten political, he'd stepped off the streets. But in the past six months, his life had begun to shift again. He was wandering the Cities at night. Looking into places he hadn't seen in years: taverns, a couple of bowling alleys, barbershops, a candy store that fronted for a sports book. Strip joints, now masquerading as gentlemen clubs. Putting together rusty connections.

And he was talking to old gaming friends. He began to consider a new kind of game, a game set in the real world, with real victories to win, and a real treasure at the end, maybe using palm computers and cell phones. He'd been staying up late again, working on it. He was still in the pencil-twiddling stage, but now had a block of scratchy flow charts pinned to his drafting table. One idea a night, that's all he wanted. Something he could use. But an idea a night was a lot of ideas.

He leaned back in the chair, yawned, closed his eyes. In his mind's eye, he saw Maison on the floor, her foot sticking out from behind the bed, and the woman crumpled on the floor below the closet. Maison and her friends were dopers, and dopers got killed; it happened forty or fifty times a year in Minneapolis, thousands of times a year across the country.



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