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Space Madness

 Space Madness
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Something about the deep recesses of outer space seems to inspire insanity in a lot of fictional characters. Maybe it's the loneliness (what with them being cut-off from the rest of their kind), the feeling of insignificance it inspires, or more specifically to a story the things that mankind was never meant to encounter.
And as if the deprivation of social interaction isn't bad enough, there is also the effect of spending too many weeks with nothing productive to do between course corrections. Then there's the added lack of basic features of the environment on Earth such as gravity strong enough to feel, days and nights, and an atmosphere which leads the human mind that can't handle the emptiness itself, for any length of time, to start making things up to fill it. Regardless, a good chunk of fiction seems to link outer space with insanity. Can occur with Ludicrous Speed.
The trope takes its name from an episode of The Ren & Stimpy Show, about, well, Ren's space madness (and only Ren's, because his moronic sidekick Stimpy seems to be immune). It is of course an example of Space "X".
Compare Ocean Madness, since Space Is an Ocean and all that, and Space Isolation Horror. Cabin Fever is a related trope, due to its similarities to the close confines of a spacecraft.
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In Kamen Rider Fourze, several of the cast are participating in astronaut trials, including being locked in a small room. When the examiners throw in some alarm klaxons and gouts of smoke to mess with the students, Ryusei of all people has a Freak Out and swats at the smoke while making Funny Bruce Lee Noises. The others are convinced he failed the test on purpose so at least one Rider would be available to fight the Monster of the Week; Ryusei responds with Sure, Let's Go with That, not wanting to admit he was legitimately flipping out.
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Sunless Skies: Staring unprotected at the stars for too long will slowly erode anyone's sanity until there's nothing left but a violent, gibbering madman. Locomotive windows need to be heavily colored and stained to ward against this effect, and even then, some crews completely lose it anyway by dint of being out too long. Marauders are common victims, and Star-Maddened Explorers are locomotives covered in nonexistent constellations whose crews have succumbed completely, to the point of being the only locomotive-based enemy to try and ram you.
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In Rocketship Voyager, space madness is just a catchall phrase for any number of psychological conditions. In Captain Janeway's Backstory, she and several other female crewmembers mutinied against their officers who wanted to use them as a Baby Factory. To avoid an embarrassing court-martial, the women were described as having merely 'detained' their officers for their own safety after they went space-mad (it didn't hurt that the captain had gone mad due to being sealed up in an airlock by the mutineers). Exposure to the infinity of space can also lead to insanity: fishbowl helmets have focal points painted on them to prevent this, and Captain Janeway has a brief panic attack when she's sealed up in a cargo rocket and shot out of a torpedo tube.
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In The Expanse, the unnamed XO of the Canturbury is suffering from a bad case of this, shuffling around his dirt-covered cabin and waving a revolver, hence why Holden has to assume many of his duties.
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Space Madness
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In the Honor Harrington universe, it's mentioned that the realization of just how dangerous being in space is can cause people to crack every now and then, requiring the person in question to be sedated and transferred to a groundside post for therapy. A normal naval vessel has something like this happen once or twice a T-year (Terran year).
In Honor Among Enemies, a member of Honor's crew goes for a "Dutchman"note derived from the legend of the Flying Dutchman: her spacesuit malfunctions except it wasn't a malfunction and she gets shot away from the ship, maneuvering randomly at maximum thrust, for as long as her suit's fuel lasts. She's rescued — but only just barely. The narrative mentions that crewfolk who go for a Dutchman are never the same afterward. Spacers fear that death, alone and drifting in deep space while your air slowly runs out, above all others, and the psychological trauma of coming so close to actually dying that way almost always brings on a severe case of PTSD.
In the John Ringo short story "A Ship Named Francis", between the decidedly substandard crew and the highly disturbing sermons of the ship's chaplain (in which he implores God to not let any of the various things that can destroy a ship happen in excruciating detail for fifteen minutes over the public address system every morning), the Francis S. Mueller has to trank at least one person every week.
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The Space Odyssey Series: Unlike in the movie, 2001: A Space Odyssey goes into great detail Dave Bowman's life aboard Discovery after the deaths of his partners and disconnecting the HAL 9000 computer, making his only contact with Earth through pre-recorded messages. Given his circumstances, he has quite a bit of difficulty remaining sane.
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A major part of the back-story of Extant is that one of the astronauts went insane after prolonged exposure and isolation in space (13 months) and quickly killed himself upon his return to Earth. This raises a question about Molly, the protagonist: did her experiences in space really happen, or is she suffering from the same problem?
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Flavor text for the Oort Cloud in X3: Terran Conflict mentions that those who work there sometimes fall victim to "Oort's Curse", a madness with no known cause or cure.
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iCarly: Carly manages to suffer from this after a few hours in "iSpaceOut" even though she, Sam and Freddie never go to outer space and are just in a simulation room. Later episodes show that Carly is actually claustrophobic, though it’s possible that the simulation room caused it.
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This is why patrol ships have a mirror installed in them in Tales of Pirx the Pilot. Pirx ends up kicking himself in the face repeatedly before returning to his senses. In fact, one of the tests one must endure during the piloting academy is sensory deprivation by the means of a special salt-water pool.
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In Community, Pierce succumbs to this after a few minutes of being locked inside a space simulator.
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An early Legion of Super-Heroes story has Sun Boy snapping from too many consecutive deep space missions, after which the Legion Constitution was amended to require mandatory downtime every so often.
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Discussed but downplayed in The Next Frontier. As noted in the Real Life section, manned (or rather kerballed) spaceflight is not very exciting or hands-on and there isn't a whole lot for the crew to do most of the time.
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Lucy in the Sky implies that it's not outer space, but the return to the mundanity of life on Earth that drives people over the edge. Even though the movie was Very Loosely Based on a True Story, this premise was criticized by real-life astronaut Marsha Ivins.
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Freefall: Winston suffers from an irrational fear of space travel. During a space flight, he has to be kept in hibernation for most of the trip due to fears that he will go crazy and try to walk out the airlock.
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In Mission to Horatius, the possibility of "space cafard" became a concern. Spock describes it as:
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In one episode of The Big Bang Theory during the arc where Howard is aboard the International Space Station, he starts breaking down, getting paranoid about the thin walls between him and vacuum and missing gravity to the point where he asks Bernadette to drop something so he can watch it fall in one of their video chats. Eventually, the other astronauts strap him down and pump him full of tranquilizers.
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The Twilight Zone (1959): In the first episode, "Where Is Everybody?", a man finds himself in an empty town. He's revealed to have hallucinated the whole thing during an exercise designed to replicate the feeling of isolation in outer space.
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 The Twilight Zone (1959)
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Red Dwarf has references to people going space-crazy. Most notably Holly, the ship's computer, spent 3,000,000 years alone in deep space and has gone a bit peculiar.
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The Total Perspective Vortex from The Restaurant at the End of the Universe works by showing the victim, just for one brief instant, the entire universe, and their place in it. It's described as the worst fate a sentient being can endure, as the realization of just how insignificant he is completely destroys their soul.
Zaphod Beeblebrox proves to be completely immune to it. At first it's thought that he's so egocentric that seeing an arrow showing his location means to him that he's important enough to be pointed out in the vastness of space. The real reason is that he's exposed to it while in a Pocket Dimension specifically designed for him... therefore, he actually is the most important thing in that universe, which means that the Vortex doesn't have its intended effect.
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In Stranger in a Strange Land, Secretary General Douglas asks if Dr. Mahmoud is "space happy" from his trip back from Mars.
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At one point late in ∀ Gundam, some of the soldiers being transported from Earth to the Moon on the Will Game decide they don't like it in space, get drunk, and try to float back down to Earth in barrels.
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2000 AD:
The series Ace Trucking Co. features a condition called "Isolation Syndrome" or "Abbo Dabbo" as a recurring element.
A Tharg's Future Shocks short story called 'Solo Flip' concerns an astronaut, alone on a long-duration interstellar flight, who eventually goes mad, throws himself out of an airlock... and lands on a pile of mattresses. It turns out that it's just a simulation designed to weed out the psychologically unstable.
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In "The Nothing Equation", an astronaut is assigned to a one-man astronomy station at the edge of the galaxy. He knows that his predecessor went insane, and the one before killed himself, but is confident he won't crack up. Slowly, though, he becomes obsessed with the idea of just how vulnerable he is out here, with a hull one sixteenth of an inch thick holding 2 million pounds of pressure. He starts charting every possible vulnerable point and ends up, months later, cowering under a makeshift tent, convinced the "nothingness" outside is just waiting for a chance to come rushing in. The story ends with a fourth astronaut taking over the post also confident that he won't crack up; after all there's 'nothing' out there to be afraid of...
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Farscape:
In the episode "Crackers Don't Matter", the light from a pulsar makes everyone lose their marbles for a time. Subverted in that it turns out the guy who told them it would do that was lying to cover up his own psychic attack.
Referenced in "Beware of Dog", when Aeryn wonders if Crichton's deteriorating mental state is the result of this. In this specific incident it was actually Crichton's Not-So-Imaginary Friend that was causing him to act erratically but Aeryn doesn't know about that yet.
In the episode "Coup by Clam", 'transmissible celestial dementia' is a greatly feared infectious disease. It's actually caused by a bacteria in a species of mollusk that is used for assassination or extortion.
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The Ren & Stimpy Show actually has an episode titled "Space Madness", in which the tedium of space travel (and a diet consisting entirely of nutrient pastes) starts to get to Commander Hoek (Ren) and he starts to lose his mind (however little there is of it to lose in the first place). Cadet Stimpy is forced to restrain him, but Hoek believes that Stimpy is the one who has Space Madness and plots to get rid of him.
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Star Trek: Deep Space Nine: In the episode "Dramatis Personae", later revealed to be caused by the crew members become possessed by the minds of a dead alien culture who had turned on themselves before their extinction and were causing the crew to reenact their power struggle.
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Mass Effect:
The poster child for this in the game is Big Bad Saren himself. While his hate-on for the human race stems back to personal loss from the First Contact War, his villainous crusade turns out to be nothing more than Sovereign's influence on his mind convincing him of the absurd notion that the Reapers would ever be interested in sparing any species that could prove to be valuable servants. The Reapers aren't even interested in conquest as a normal society understands the concept, and their idea of "enslaving a useful species" is to use genetic engineering and cybernetics to turn them into unrecognizable, unthinking, disposable troops. The extent of Saren's madness is such that, should Shepard prove capable of convincing him to see it, he will blow his own brains out.
A salarian STG operative suffers far more blatant madness because Saren is using him to study Indoctrination to the point where he'll kill himself by ramming himself head-first into the wall of his cell if he isn't released. If he is released, he turns hostile immediately.
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Mass Effect 2:
A classic case happens to the Cerberus research team aboard the derelict Reaper. They assume that they're safe from Indoctrination because the Reaper has been dead for millions of years. It turns out that the Indoctrination technology still works fine; the workers begin confusing the memories of others with their own, seeing apparitions reaching out of walls, and eventually turning themselves into Husks by using the Reaper's dragon's teeth to commit ritual suicide.
Amanda Kenson comes to believe that the incomprehensibility of the Reapers is worth considering when judging the desirability of stopping the cycle. Her reasoning is that life continues even though the Reapers have perpetuated the cycle many times. This actually sounds innocent, if ignorant, when taken at face value, but by now Shepard and the player know enough about to Reapers to realize that this excuse essentially boils down to saying "The Reapers only kill space-faring civilizations, so we can't judge them as evil."
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Mass Effect 3: The Illusive Man effectively replaces Saren. His Expanded Universe Origin Story suggests he's actually been fighting off Indoctrination for decades, but he's succumbed to it fully sometime between the second and third games. Once he starts convincing himself that protecting humanity from the Reapers means controlling them instead of stopping them in any way possible, he causes nothing but delay and disaster for Shepard's efforts. Ironically, it turns out his goal is achievable, but because his belief in it is born out of madness instead of any actual evidence, his own efforts were useless and doomed to failure.
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In Mass Effect, this turns out to be a little more prominent than one may expect once the extent of Reaper Indoctrination is shown, to the point where it became entirely plausible that the Player Character may suffer from it. Hearing voices is a common early symptom. Many victims can still function at this stage because they realize this isn't normal and can thus ignore the obvious attempts at brainwashing; true madness begins setting in when they start thinking of the voices as a positive thing, and it's downhill from there.
Mass Effect:
The poster child for this in the game is Big Bad Saren himself. While his hate-on for the human race stems back to personal loss from the First Contact War, his villainous crusade turns out to be nothing more than Sovereign's influence on his mind convincing him of the absurd notion that the Reapers would ever be interested in sparing any species that could prove to be valuable servants. The Reapers aren't even interested in conquest as a normal society understands the concept, and their idea of "enslaving a useful species" is to use genetic engineering and cybernetics to turn them into unrecognizable, unthinking, disposable troops. The extent of Saren's madness is such that, should Shepard prove capable of convincing him to see it, he will blow his own brains out.
A salarian STG operative suffers far more blatant madness because Saren is using him to study Indoctrination to the point where he'll kill himself by ramming himself head-first into the wall of his cell if he isn't released. If he is released, he turns hostile immediately.
Mass Effect 2:
A classic case happens to the Cerberus research team aboard the derelict Reaper. They assume that they're safe from Indoctrination because the Reaper has been dead for millions of years. It turns out that the Indoctrination technology still works fine; the workers begin confusing the memories of others with their own, seeing apparitions reaching out of walls, and eventually turning themselves into Husks by using the Reaper's dragon's teeth to commit ritual suicide.
Amanda Kenson comes to believe that the incomprehensibility of the Reapers is worth considering when judging the desirability of stopping the cycle. Her reasoning is that life continues even though the Reapers have perpetuated the cycle many times. This actually sounds innocent, if ignorant, when taken at face value, but by now Shepard and the player know enough about to Reapers to realize that this excuse essentially boils down to saying "The Reapers only kill space-faring civilizations, so we can't judge them as evil."
Mass Effect 3: The Illusive Man effectively replaces Saren. His Expanded Universe Origin Story suggests he's actually been fighting off Indoctrination for decades, but he's succumbed to it fully sometime between the second and third games. Once he starts convincing himself that protecting humanity from the Reapers means controlling them instead of stopping them in any way possible, he causes nothing but delay and disaster for Shepard's efforts. Ironically, it turns out his goal is achievable, but because his belief in it is born out of madness instead of any actual evidence, his own efforts were useless and doomed to failure.
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In an early episode of Captain Harlock, Tadashi Daiba comes down with a case of space madness on his first trip in space. He has some strange hallucinations before collapsing.
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This trope is arguably the whole driving force behind Silent Running. Freeman Lowell is clearly somewhat on edge from the start, though in this case it has more to do with his sense of responsibility in protecting what remains of Earth's forests. By the time he receives orders to destroy them, he's willing to murder his crewmates (even letting one of the forest-protecting domes be destroyed in the process). Then he slowly starts to lose it through a mix of being alone with only two robots and the occasional voice on the radio for company, guilt over the deaths of his partners and accidentally running over one of the two robots), and eventually grief upon realizing that the forest is dying, to the point where he can't quite think straight enough to figure out why despite being a botanist. By the time it's all over, he is willing to detonate a nuclear explosive on board the ship while he's still on it.
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This is stated as the cause of the Demon Pirates' bizarre, disjointed speech patterns and homicidal aggressiveness in Tachyon: The Fringe. An unspecified 'something' in the pirates' nebula seriously scrambles their neural pathways over an extended period of exposure, and not even the hermetic sealing of a spaceship is proof against it. There are cases where individuals removed from the nebula slowly recover some shaky semblance of sanity, indicating that it might well be the nebula itself that is responsible for the degeneration. It's also implied that the Fog was created, or at least modified, by Dr. Randall Cassitor. Luckily, one of the missions involves you getting a group of the Demon Pirates to attack Cassitor's base.
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In Mutiny In Outer Space, the commander of the Space Station is suffering from 'space raptures', which cause hallucinations and affect judgment. This is bad news when the station has become contaminated by an alien fungus, thus leading to the eponymous 'mutiny' as the crew attempt to remove him from command.
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Star Trek has a bunch:
Star Trek: The Original Series:
In the episode "The Naked Time", when discussing what happened to a scientific expedition who killed themselves and each other in bizarre ways, Spock raises the possibility of space madness but points out that it would still have to be caused by something specific.
In the episode "The Tholian Web", being in a particular area of space causes violent insanity in the Enterprise crew by distorting the molecular structure of their brain tissues and central nervous systems.
In the episode "The Lights of Zetar", Scotty says that going on your first deep space trip can affect a person's mind.
Star Trek: The Next Generation: The episode "Night Terrors" has the crew become irritable and paranoid after coming across a Federation ship where the crew went insane and killed each other. However, in this case it's because an alien vessel's attempts at communication disrupts the crew's REM sleep patterns rather than the usual space anomaly.
Star Trek: Deep Space Nine: In the episode "Dramatis Personae", later revealed to be caused by the crew members become possessed by the minds of a dead alien culture who had turned on themselves before their extinction and were causing the crew to reenact their power struggle.
Star Trek: Voyager has The Void. (Confusingly, it's in the episode titled "Night", not the episode titled "The Void".) It's lightyear upon lightyear of nothing. You can't even see the stars; it's so big that hardly any ships cross it, thus nobody from either side knows much about the other. It's so big that the ship has to be on minimum power, and a broom leaning against the Conn panel could fly the ship. Nothing to do, nothing to see, everybody becomes stir-crazy or suicidally depressed... or composes a hauntingly beautiful clarinet piece (of course, Perpetual Ensign Harry Kim always was one of the most stable of the bunch).
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In the film Armageddon (1998), this is the justification for the loopy Russian space station attendant. He'd been alone up there for quite a while. Rock Hound, on the other hand, suddenly comes down with "Space Dementia" and starts shooting everything with the remote-controlled Gatling gun they brought along for some reason. Mind you, these guys weren't all that sane to start with.
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In The Star Diaries, one of the short stories calls into question whether Tichy's far-fetched adventures really happened (or are tall tales and exaggerations related by an Unreliable Narrator), or are actually delusions resulting from isolation-induced space madness.
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Known Space:
In one short story, Belters are said to temporarily lose their minds while staring at space, similar to "highway hypnosis". They continue to function somewhat, much like sleepwalkers.
Human (and probably Kzin, kdatlyno, Pak, etc.) brains have a defense mechanism against a certain form of this: you'd go mad looking at hyperspace, since your brain isn't evolved for that kind of geometry, and so your brain simply edits out windows, viewscreens, etc.
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The Stars My Destination features the character of Gully Foyle, who becomes stranded in space after his ship is attacked and starts to go mad slowly. However, it doesn't really kick in until a ship capable of rescuing him casually flies past, which leaves Foyle with a hateful vengeance that drives him for the rest of the novel.
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Planetes spends a large portion of its run dealing with space madness, when a member of the team of space garbage collectors becomes separated from their craft in the depths of space and ends up combating the fear of being alone by convincing themselves that all people are meant to be alone.
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Dr. Reinhardt from The Black Hole commanded a massive starship of his own design. He became increasingly unstable and refused to return to Earth. He became obsessed with a black hole he and his ship discovered, and being a genius, he designed an anti-gravity system to prevent the ship from being pulled in. When his crew rebelled, he used the ship's robotic sentries against his crew and turned them into cybernetic slaves. By the time another Earth ship finds him, he is thoroughly insane and planning to journey inside the black hole.
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Star Trek: The Original Series:
In the episode "The Naked Time", when discussing what happened to a scientific expedition who killed themselves and each other in bizarre ways, Spock raises the possibility of space madness but points out that it would still have to be caused by something specific.
In the episode "The Tholian Web", being in a particular area of space causes violent insanity in the Enterprise crew by distorting the molecular structure of their brain tissues and central nervous systems.
In the episode "The Lights of Zetar", Scotty says that going on your first deep space trip can affect a person's mind.
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This trope figures largely into the plot of Pandorum. "Pandorum" is actually their term for space madness; it's described as resulting from a combination of paranoia, emotional stress, and the physiological stresses of deep-space travel. However, the Human Popsicle process might also have some influence on it.
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In The Martian Way, it is a widely known "fact" that nobody can remain in space for more than six months without going crazy, and it is hard to even remain that long, which is why ships are built as big as possible and are filled with libraries and movie theaters to keep their passengers occupied. However, the hero points out that many humans who have colonized Mars have stayed out in space for longer, and on much more cramped and un-amusing ships, too, as they have adapted to the experience. They also think that floating in the void in a spacesuit is great fun and spend much of their off-duty hours while travelling between planets doing so.
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Destroy All Humans! 2: Touched upon in the final level, when Crypto bodyjacks a cosmonaut to persuade all the other cosmonauts to turn on their alien allies. His succinct summation they are untrustworthy by dint of being "giant freakin' lobsters" is dismissed as a symptom of Long-Term Moon Craziness.
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In Policenauts, this leads to a higher rate of drug abuse amongst astronauts, who developed the designer drug Narc as a way to relieve the pressure of living in space. Narc is a psychedelic hallucinogen that also gives the same narcotic effect as heroin, so users are incredibly resistant to pain. It's also outrageously addictive.
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A Tharg's Future Shocks short story called 'Solo Flip' concerns an astronaut, alone on a long-duration interstellar flight, who eventually goes mad, throws himself out of an airlock... and lands on a pile of mattresses. It turns out that it's just a simulation designed to weed out the psychologically unstable.
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Agent of Vega: This trope is weaponized in "The Illusionists". A planetary tyrant who suffers from extreme space-fear is tricked into fleeing his planet with the help of antipsychotic drugs that keep the fear under control... until the dosage expires.
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In Disco Elysium, this is mentioned in setting details. Travelling through The Pale, the mass of non-matter between inhabited isolas, is strictly regulated for mental health reasons. Most people are only allowed six days' worth of exposure per year, while specialists with proper training can do twenty. There are also pockets of artificial matter made in the pale to house relay stations. Anyone staffed at those stations rarely come back intact.
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The Fury from Metal Gear Solid 3: Snake Eater, a Russian cosmonaut that went Ax-Crazy from something he witnessed while outside the earth's atmosphere. His suit was on fire, and he saw the Earth through the flames... making the Earth appear to be on fire.
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In 52, Animal Man is told not to look out the spaceship's windows for too long because it tends to cause existential crises. For extra humor, the man who gives him this advice is blind.
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In Warhammer 40,000 the Warp, the equivalent of hyperspace, is literally hell, filled with all kinds of Eldritch Abominations. If anything goes wrong, madness will be the least of your worries.
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"I'm in Marsport Without Hilda" is based around the fact that most people cannot travel in space without a dose of special medication... and it is very difficult to conceal the fact said medication can be cooked into a super-drug in anyone's kitchen.
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Ad Astra: Astronaut Roy McBride believes his astronaut father (who has been sent on a deep space mission) suffers from space madness, and goes out to save/stop him, while fearing that he may succumb to space madness himself.
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In John Doe, a metal dome in the forest turns out to be a simulated space vessel, in which astronauts have been confined for months to test the mechanisms and psychological hazards of a manned trip to Mars. Initial investigation suggests the crew have killed each other due to Space Madness from prolonged isolation, but it turns out that their air-circulation system was sabotaged, causing a gas imbalance that impaired their reason.
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Space fatigue is mentioned in Blake's 7, but given Terry Nation's liking for the Space "X" trope that's hardly surprising.
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In Conquest of Space, the doctor on the Wheel diagnoses one man who cracks up as having "somatic dysphasia", described in Layman's Terms as "space fatigue". Apparently, everyone working in outer space suffers from it, but the symptoms are usually minor, and easily cured by returning the patient to Earth. For those selected for the first Mars expedition, already under stress through the competitive selection process, the issue is more serious. The general in charge of the mission begins to crack, and in a religious fervor tries to sabotage the spacecraft in the belief that Man is not meant to leave planet Earth.
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Captain Vladamir from No More Heroes 2: Desperate Struggle. Possibly as a Shout-Out to the Fury, he was a cosmonaut who went insane from isolation and didn't realize he was back on earth until he dies at the end of the fight when his helmet is shattered.
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In "Scanners Live in Vain", humans are unable to cope with the "Great Pain of Space" (whose exact cause is unknown but related to the FTL technology) and rely on cold sleep ships crewed by habermans whose brains have been severed from all sensory input except for the eyes, and whose bodies therefore have to be regulated by implanted instruments. However, the Pain of Space isn't space madness, it's actual physical pain; at the time that Cordwainer Smith wrote the story, little was known about the environment of outer space, or what the strange and little-understood radiations there would do to a human body.
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Q.U.B.E. Captain Jonathan Burns is said to have lost his mind as a result of being stranded in space and presumed dead. By the time our story begins, he has become so paranoid and distrusting that he regards a genuine attempt at Saving the World to be a lie.
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This is a theorized origin of the Reavers in Firefly — that they went to the edge of known space and something they saw, whether it was the vast emptiness or something else, drove them insane. Not everyone believes this — as Jayne points out in Serenity: "I went to the edge of space once. Know what I saw? More space." The truth is simultaneously much simpler and infinitely worse.
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Infinite Ryvius. After being isolated in space with no supervision, the children on the Ryvius turn on each other quickly and cruelly. In addition to the Humans Are the Real Monsters elements of the series, the madness might also be partly a result of the Applied Phlebotinum used in the Vaia ships, given that the captains of Blue Impulse and Grey Geshpenst also go insane.
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Star Trek: Voyager has The Void. (Confusingly, it's in the episode titled "Night", not the episode titled "The Void".) It's lightyear upon lightyear of nothing. You can't even see the stars; it's so big that hardly any ships cross it, thus nobody from either side knows much about the other. It's so big that the ship has to be on minimum power, and a broom leaning against the Conn panel could fly the ship. Nothing to do, nothing to see, everybody becomes stir-crazy or suicidally depressed... or composes a hauntingly beautiful clarinet piece (of course, Perpetual Ensign Harry Kim always was one of the most stable of the bunch).
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Sunshine features several cases of space madness of varying severity, from the mild (becoming addicted to close-range suntanning) to the severe: "Mankind was not meant to tamper in the domain of God! Die!"
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Played with in The Naked Sun. Elijah Baley can barely keep it together the first time he travels into outer space, but that's because everyone raised in the domed cities of Earth suffers from agoraphobia, and so he can't cope with knowing that he's surrounded by all that 'space'. People taking a plane between two cities don't tend to fare much better.
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Star Trek: The Next Generation: The episode "Night Terrors" has the crew become irritable and paranoid after coming across a Federation ship where the crew went insane and killed each other. However, in this case it's because an alien vessel's attempts at communication disrupts the crew's REM sleep patterns rather than the usual space anomaly.
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The following is a list of statements referring to the current page from other pages.

 Space Madness
processingCategory2
Index Syndrome
 Space Madness
processingCategory2
Madness Tropes
 Space Madness
processingCategory2
Speculative Fiction Tropes
 Space Madness
processingCategory2
Tropes in Space
 ∀ Gundam / int_8342be26
type
Space Madness
 52 (Comic Book) / int_8342be26
type
Space Madness
 Ad Astra / int_8342be26
type
Space Madness
 Armageddon / int_8342be26
type
Space Madness
 Armageddon (1998) / int_8342be26
type
Space Madness
 Cat Women of the Moon / int_8342be26
type
Space Madness
 Conquest of Space / int_8342be26
type
Space Madness
 Dark Star / int_8342be26
type
Space Madness
 Interstellar / int_8342be26
type
Space Madness
 Love (2011) / int_8342be26
type
Space Madness
 Mutiny In Outer Space / int_8342be26
type
Space Madness
 RocketMan (1997) / int_8342be26
type
Space Madness
 Star Trek Beyond / int_8342be26
type
Space Madness
 Sunshine / int_8342be26
type
Space Madness
 The Black Hole / int_8342be26
type
Space Madness
 2001: A Space Odyssey / int_8342be26
type
Space Madness
 Agent of Vega / int_8342be26
type
Space Madness
 Captain's Log / int_8342be26
type
Space Madness
 I'm in Marsport Without Hilda / int_8342be26
type
Space Madness
 Nousphere
seeAlso
Space Madness
 S-F: The Year's Greatest Science-Fiction and Fantasy / int_8342be26
type
Space Madness
 Tales of Pirx the Pilot / int_8342be26
type
Space Madness
 The Lost Fleet / int_8342be26
type
Space Madness
 The Martian Way / int_8342be26
type
Space Madness
 SAYER (Podcast) / int_8342be26
type
Space Madness
 Dans Une Galaxie Près De Chez Vous / int_8342be26
type
Space Madness
 John Doe / int_8342be26
type
Space Madness
 The Astronauts (2020) / int_8342be26
type
Space Madness
 Alien: The Roleplaying Game (Tabletop Game) / int_8342be26
type
Space Madness
 Alien: Isolation (Video Game) / int_8342be26
type
Space Madness
 Disco Elysium (Video Game) / int_8342be26
type
Space Madness
 No More Heroes 2: Desperate Struggle (Video Game) / int_8342be26
type
Space Madness
 Observation (Video Game) / int_8342be26
type
Space Madness
 Sunless Skies (Video Game) / int_8342be26
type
Space Madness
 SonicSong182 (Web Video) / int_8342be26
type
Space Madness
 Omens (Webcomic) / int_8342be26
type
Space Madness
 Planet of Hats (Webcomic) / int_8342be26
type
Space Madness
 Raven's Dojo (Webcomic) / int_8342be26
type
Space Madness
 Dead Space: Downfall / int_8342be26
type
Space Madness
 Final Space / int_8342be26
type
Space Madness
 The Ren & Stimpy Show / int_8342be26
type
Space Madness
 Infinite Ryvius / int_8342be26
type
Space Madness