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University 

Micrdrilms 

International 

300 N. Zeeb Road 
Ann Arbor, Ml 48106 


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8517895 


Buckles, Mery Ann 

INTERACTIVE FICTION: THE COMPUTER STORYGAME "ADVENTURE" 

University of California, San Diego Ph.D. 1985 

University 

Microfilms 

International 300 N. Zeeb Road, Ann Arbor, Ml 48106 

Copyright 1985 
by 

Buckles, Mary Ann 
AH Rights Reserved 


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University 

San 


of California 
Diego 


INTERACTIVE FICTION: 


THE COMPUTER STORYGAME ADVENTURE 


A dissertation submitted in partial satisfaction of the 


requirements for the degree Doctor of Philosophy 


in German Literature 


by 


Mary Ann Buckles 


Committee in 


charge: 


Professor 
Pro fessor 
Professor 
Professor 
Pro fessor 


Martin W. Wierschin, 
Donald Anderson 
David Crowne 
Jeffrey Elman 
Cynthia Walk 


Chairperson 


1985 


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Copyright 1985 
by 

Mary Ann Buckles 


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1*1 *1M*J 


ine 


dissertation of Mary Ann 
and it is acceptable 
and form for publication 


Buckles is a 
in quality 
on microfilm 





^(UVtyJlJL 




Chairper son 


University of California, San Diego 


1985 


i ii 


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For 


Helen Lucile Buckles: 

"Don't be a martyr, Mary Ann. It's too much work." 
Thomas Euckles: 

"Don't worry. Things will get themselves done somehow." 

and most of all, for JACK WATHEY: 

"Don't ever take *#&! off anybody." 


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Table of Contents 


Page 

Dedication . iv 

Acknowledgements . vi 

Vita . vii 

Abstract . viii 

I Introduction . 1 

II Adventure as a Game . 29 

III Games and Literature . 46 

IV Adventure and the Novels of Chivalry 

and Adventure . 65 

V Adventure 's Relationship to Mysteries . 87 

VI A Structural Analysis of Adventure . 104 

VII Point of View in Adventure . 133 

VIII Reader Response . 162 

IX References . 191 

X Appendix . 201 


v 


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ACKNOWLEDGEMENTS 


Working with my thesis advisor, Dr. Martin Wierschin, has 
been a pleasure. I am grateful for his eagle-eyed editing, 
his straightforward appraisals of my work, and for his 
encouragement and interest throughout my years at UCSD. I 
am also grateful to the committee members from the Litera¬ 
ture Department, Cynthia Walk, William Fitzgerald, and David 
Crowne, not only for their helpful suggestions with this 
dissertation, but for putting up with my cussedness as a 
student. With Jeff Elman and my computer mail pal and 
friend, Don Anderson, I have enjoyed entertaining, useful, 
and frivolous conversations. Many thanks. My friendships 
with Brigitte Schmidt, Pricilla Lore, and Kay Kruger have 
been a source of pleasure and comfort. Sherry Rosenthal has 
been away for two years, but she left me her car as a very 
practical way of making my daily life easier. (And has it 
ever!) My father, Thomas Buckles, has visited me many times 
in the last few years. Thanks, Dad! 

JACK. You shared all-nighters with me in awful EECS 70, sat 
through Star - Trek I,II,+ III , Iron , Star Wars , The Empire 
Strikes Back , Return of the Jeddi , Dark Star , and War Games 
for a chapter I never wrote, helped me with the technical 
side of the dissertation, boosted my spirits when they were 
down-way-down, and helped me along every step of what at 
times seemed a torturous path. Thank you from my heart. 


vi 


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VITA 


19 80 - 
1978 - 
1980 - 
1982 - 
1985 - 


June 1, 1952 - Born - Lynwood, California 


B. A. , 

University of Southern California, 

Diplom (Equivalent of B.A.), 

Akademie der Musik in Wien (Austria) 

M. A. , 

University of California, San Diego 

Candidate in Philosophy 
University of California, San Diego 

Doctor of Philosophy 

University of California, San Diego 


vii 


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ABSTRACT OF THE DISSERTATION 

Interactive Fiction: 

The Computer Story Game Adventure 

by 

Mary Ann Buckles 

Doctor of Philosophy in German Literature 
University of California, San Diego, 1985 
Professor Martin Wierschin, Chairperson 

Adventure and other narrative-based computer games 
have been labelled interactive fiction. They are written in 
words in the form of simple scenarios featuring comic-strip 
type characters with which the reader/player can verbally 
interact to create stories. 

In the opening chapters of this dissertation, the 
emphasis is on Adventure 1 s affinities with traditional 
literature. I explore the close relationship between play, 
games and literature. A discussion of the traditional 
literary models and narrative strategies that are used in 
its story follows. The similarities and differences between 
Adventure and conventional stories of detection are del- 

viii 


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ineated, because both types of stories have as their primary 
goal the solution of a narrative puzzle. A Proppian struc¬ 
tural analysis of Adventure indicates that although many 
elements, functions, and moves described by Propp in simple 
folktales form the structural basis of Adventure , it still 
cannot be considered a folktale. I compare Adventure , the 
first major literary work of the new computer medium, with 
the sixteenth century prose Novels of Chivalry and Adven¬ 
ture, whose propagation came to be closely tied to the then 
new technology of the printing press. 

The innovative use of the literary technique of 
point of view in Adventure is then discussed. Not only is 
the narrator an actor in the Adventure story, the reader 
interacts with the narrator, so it is possible for the 
reader to be an active participant in the story-telling pro¬ 
cess for the first time in fixed text literature. 

The most interesting findings of the study are the 
closed-loop quality of interactive fiction and the intros¬ 
pective, contemplative nature of the interactive medium. To 
be able to read interactive fiction, it is necessary to 
apply the scientific method to one’s own thinking. Based on 
these qualities, I conclude that interactive fiction can 
develop into a serious artistic medium. 


ix 


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INTRODUCTION 


Interactive fiction can be seen as a new form of 
"literature" 1 in which the reader, for the first time, takes 
part in writing the story as (s)he reads it. Masquerading 
as computer games that require the reader to make simple 
commands or requests of the fictional story-teller as the 
narrative progresses, works of interactive fiction have 
burgeoned in numbers and quality since their birth in the 
mid-sixties. In this dissertation I focus on the first com¬ 
plex interactive story, Adventure , 2 show how it compares to 
other forms of literature, where it departs from the tradi¬ 
tional text, and how it affects the reader's and author's 
roles. 

Although Adventure and other works of interactive 
fiction are not printed in books, their form, story content, 
and effects are clearly outgrowths of the more familiar 
types of literature. Indeed, there are many more respects in 
which interactive fiction is similar to conventional litera¬ 
ture than areas where there are differences. One of the 
main strengths of interactive fiction is its roots in such 
story-telling modes as mystery, fantasy, and adventure. In 
what follows, I hope to show that the interactive text is a 
peculiar extension of the written story form which has been 
prompted by the technological developments of the last two 
decades. This dissertation focuses on Adventure , but the 
points made in comparing it to traditional forms of fiction 

1 


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apply to the medium in general and are not limited to this 
specific work. 

I have based my examination of the literary aspects 
of the interactive text and medium on a broad working defin¬ 
ition of literature, one which includes the most widely- 
accepted elements of the many "definitions” found in dic¬ 
tionaries and literary criticism. The Oxford English Dic¬ 
tionary defines literature as "...the body of writings pro¬ 
duced in a particular country or period, or in the world in 
general. Now also in a more restricted sense, applied to 
writing which has some claim to consideration on the ground 
of beauty of form or emotional effect."3 Gero von Wilpert 2 *, 
Rene Wellek and Austin Warren^ add to this basic definition 
the idea that literary works have no purpose external to 
themselves, and most discussions of the term emphasize the 
imaginative quality of literary compositions.6 As Wellek 
observes: "The centre of literary art is ... the reference 
to a world of fiction, of imagination.7 Roger Fowler, Karl 
Beckson, and Arthur Ganz view the the literary work as an 
artifact of the author's mind: "literature 'imitates', 
'depicts', 'represents', 'presents', 'embodies' (etc.) peo¬ 
ple, objects, societies, ideas''^; it is "a made thing, an 
artefact, a single, unique, construct; a hard enduring 
object;"9 literary works are "embodiments of some of man's 
feelings and thoughts, they are experiences shaped into 
aesthetic forms."10 Beckson and Ganz list four major func¬ 
tions of literature: entertainment, escape into fantasy, the 


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3 


inculcation of moral and spiritual values, and gaining a 
better understanding of "the forces which motivate men and 
the place of man in society and in the universe."^ 

Adventure can be treated as literature because it is 
written in words, conveys stories, and can evoke powerful 
emotional involvement in the imaginary world it embodies. As 
Anthony Niesz and Norman Holland write in their article 
"Interactive Fiction": 

Both interactive and traditional fiction rely upon 
the use of written texts, or upon the elements of 
narration, plot, and dialogue. ... It is this reli¬ 
ance upon verbal utterances, upon language, upon 
texts in the broadest sense, which makes interactive 
fiction nevertheless a subspecies of literature, 
regardless of its mechanics of video screens, key¬ 
boards, and computer chips, regardless of the enigma 
it may be to literary theory.^ 

Interactive fiction is a form of narrative whose 
words are stored and transmitted in a different way than 
other types of oral or written literature. Its text is 
stored in the computer's memory, activated by the reader's 
input, and ordinarily printed on a video screen instead of 
on paper. Yet the method of storage and transmission of 
verbal information does not fundamentally transform its 
words into something else. The medium is verbal whether it 
is spoken, written, read, or heard. Words are words, 
independent of their method of storage a-’d transmission — 
in books, on magnetic tape, or in peoples' heads; through 
sight reading, touch reading (braille), or listening. 

A more specific reason for analyzing the literary 


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aspects of Adventure is based on what its words do: they 


tell stories. The Oxford English Dictionary defines a story 
as "A narrative of real or, more usually, fictitious events, 
designed for the entertainment of the hearer or reader; a 
series of traditional or imaginary incidents forming the 
matter of such a narrative.” 12 The stories in Adventure 
entertain by involving the reader in an imaginary world. 
Although the interactive text is organized in a computer 
program, the imaginary world is embodied in the text just as 
in any other literary work. Some of the formal elements and 
most of the content of the stories themselves are culturally 
familiar. The events depicted are not presented at random, 
but through the technical device of a narrator and many of 
the situations presented are variations of other literary 
stereotypes. 

Interactive fiction serves the four functions of 
literature discussed by Beckson and Ganz. Clearly, Adven¬ 
ture and other works like it are meant to be read for enter¬ 
tainment, escape into fantasy, disinterested pleasure and 
emotional effect. What is perhaps not so clear is that the 
process of reading interactive fiction is morally grounded 
and can be a playful way of gaining a deeper understanding 
of oneself. To read interactive fiction is to practice the 
philosophy of science in an artificial, restricted, ima¬ 
ginary world. Truth is determined by observing and analyz¬ 
ing events, distancing oneself from one's own preconcep¬ 
tions, testing whether one's interpretation of the events is 


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actually correct, and forming a new interpretation if it is 
not. 

What Adventure and other works of interactive fic¬ 
tion lack at this time is depth of ideas and beauty of form 
and writing. Today, critics usually study a literary work 
of lesser value as a way of discussing popular culture. The 
literary work is not an end in itself, but as a means to 
understanding the cultural patterns and the society that has 
produced it, exploring the effects of the mass media, or 
elucidating good taste and high culture by comparing it to 
bad taste and popular culture. Adventure is a work of popu¬ 
lar literature; however, I do not focus on it as a way of 
clarifying issues of popular culture. I do not seek to 
better understand the cultural stereotypes it expresses nor 
do I use it as a way of studying the computer sub-culture or 
current popular culture tastes. 

The first part of the dissertation deals with the 
nature and relationship of play, games, and literature. In 
Chapter One, I describe Adventure as a game and examine the 
underlying qualities of fantasy, curiosity and challenge. 
Chapter Two is a general discussion of the importance of 
play in literature, based on Johan Huizinga's hypothesis 
that the play instinct is the basis of culture and aesthetic 
response. Here, literature is approached as a game. 

The second part of the dissertation deals with 
Adventure as a part of the narrative tradition. In Chapter 
Three, the narrative structure and literary effects of 


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6 


Adventure are compared to those of the sixteenth and seven¬ 
teenth century Prose Novels of Chivalry and Adventure, It 
is in this chapter that the question of "low literature” and 
"high literature" is raised; I view interactive fiction in 
its present stage as an immature medium capable of artistic 
development. In Chapter Four, I compare Adventure to mys¬ 
tery literature as a way of focussing on the puzzle-element 
of interactive fiction. A Proppian structural analysis of 
Adventure follows in Chapter Five. 

In the third part of the dissertation, attention is 
turned from the ways that interactive fiction resembles con¬ 
ventional literature to the ways in which it differs from 
it. In Chapter Six, I examine the revolutionary role the 
narrator plays in the fluid, interactive text. In Chapter 
Seven, the dissertation concludes with a close look at the 
reader's role in the creation of the interactive text. 

To facilitate critical comparison with the esta¬ 
blished genres of narrative literature, let me first 
emphasize what Adventure and other works of interactive fic¬ 
tion are not: they are not video arcade games. They do not 
resemble games like Donkey Kong, 13 Space Invaders , 1 ** or Pac- 
Man , 15 which require good hand-eye co-ordination and quick 
physical reactions. There are no flashing lights, beeps, or 
grinding noises. The reader enters words into the computer 
to communicate with the narrator and generate the story; 

(s)he does not press buttons to aim electronic projectiles 
or fire simulated weapons. To assume that a computer 


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program or computer game could not have anything to do with 
literature would be to confuse the physical medium with the 
literary work itself. By such logic books would not be 
treated as literature because paper, ink, cloth, and glue 
are not literature. 

I have chosen to study Adventure for several rea¬ 
sons. It is among the best and most complex of very early 
interactive fiction, thus it will be a good starting point 
and basis of comparison for further developments in the 
field. Adventure is readily available at UCSD and other 
universities and research centers that have the UNIX operat¬ 
ing system. This has made it possible for me to interview 
many people who play Adventure, people from fields unrelated 
to computer science or literature in order to get reactions 
to it in addition to my own experiences. Its widespread 
availability at universities makes it a suitable choice for 
critical discussion of interactive fiction. 

The reasons for limiting the discussion to Adventure 
are the following. The field of computers has been and 
remains dynamic; we are at the beginning of what could be an 
explosive development of interactive fiction. Each new 
advancement in computer technology makes new ways of writing 
interactive fiction possible; this may mean that any defini¬ 
tion of interactive fiction will become outmoded as soon as 
it has been written. I believe the detailed examination of 
the literary aspects of one work at this time will lay the 
necessary groundwork for later, more complete studies of the 


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8 


interactive fiction genre as a whole. 

Because interactive fiction is so different in its 
presentation from the linear narratives with which we are 
familiar, I shall use a new system for footnoting the 
excerpts from Adventure . In a fixed, linear text only one 
point, a line or a page number, is sufficient for a refer¬ 
ence to be established, but in interactive fiction the text 
is neither fixed nor linear. The story plot the reader 
creates while playing Adventure is a result of a dynamic 
interaction of time, place, objects the reader carries or 
encounters, and the language (s)he uses. Therefore, the 
footnotes I use do not refer to line or page numbers from 
the text created by the reader, but to the line numbers from 
the appropriate part of the Adventure program. This program 
consists of several computer files, one of which, "glorkz," 
contains most of the text messages. I have included 
"glorkz" in the appendices. 

A final note on terminology: games like Adventure do 
not yet have a generally accepted name. The term "interac¬ 
tive fiction" was introduced by a Florida computer company, 
Adventure International, 1 ^ anc | points to one of the distin¬ 
guishing characteristics of the game. Yet there are other 
types of fiction I consider interactive; for example, I view 
Dungeons and Dragons as a type of interactive drama. My own 
term for the phenomenon, "computer story games," is a desig¬ 
nation that can also be applied to Thayer s Quest , ^7 an 
interactive computer story game told in pictures instead of 


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words. I have also used "narrative computer games," but I 
can imagine question-and-answer narrative games on the com¬ 
puter that would not fit in the category of fiction, and 
there are children's books which include computer program¬ 
ming problems as part of the story.18 "Adventure games" 19 
is the popular name because Adventure is the most widely 
known of them. "Adventure games" might win out in the long 
run, much as "Kleenex" is used instead of "facial tissue" or 
"Scotch tape" instead of the more descriptive "cellophane 
tape" (which is now made of acetate!). But while all types 
of "Kleenex" can be used to blow one's nose, not all "adven¬ 
ture games" are interactive fiction on the computer. Also, 
"adventure games" does not describe the specific type of 
story content (mystery, exploration, war setting, fantasy, 
etc.). "Tex t, adventures"^ (as opposed to video games) is a 
favorite in computer circles, but is inappropriate from a 
literary point of view. In the title of this dissertation, 
"Interactive Fiction: The Computer Story Game Adventure " I 
have incorporated as many of these terms as I possibly 
could, in the hope of expressing as many terminological 
key-words as possible for future computer bibliography 
searches. 

Adventure is a tale much like those in the tradition 
of Jules Verne's Journey to the Center of the Earth,21 as 
well as a treasure hunt in the mold of Robert Louis 
Stevenson's Treasure Island .22 Both Adventure and Journey 
to the Center of the Earth take place in caves. Therefore, 


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10 


many of the descriptions of setting are similiar. Surpris¬ 
ingly, the cave descriptions in Adventure are often more 
realistic than in Verne's story: the original author, Willie 
Crowther, is a real life spelunker whereas Jules Verne 
explored only in his imagination. Neither work has any 
deeper meaning hidden in the story, but they can impart a 
tremendous sense of excitement about the wonders and mys¬ 
teries of nature, the joy in exploration and finding out 
what lies around the next corner, and the fear of what might 
happen in the next tunnel. Each contains a series of obsta¬ 
cles set by nature which must be overcome before exploration 
can continue. Adventure is related to Treasure Island in 
two main ways. The desire for treasure motivates the 
stories so they are both like adolescent wish-fulfillment 
fantasies, and both were inspired by maps: location and phy¬ 
sical setting dictate the process of action. Stevenson 
explained how he got the idea for his famous adventure 
story. He sometimes made colored drawings, and on one of 
those occasions he states: 


...I made the map of an island; it was elaborately 
and (I thought) beautifully coloured; the shape of 
it took my fancy beyond expression; it contained 
harbours that pleased me like sonnets; and with the 
unconsciousness of the predestined, I ticketed my 
performance 'Treasure Island.’ I am told there are 
people who do not care for maps, and find it hard to 
believe. ... as I paused upon my map of 'Treasure 
Island,' the future character [sic] of the book 
began to appear there visibly among imaginary woods; 
and their brown faces and bright weapons peeped out 
upon me frora unexpected quarters as they passed to 
and fro, fighting and hunting treasure, on these few 


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square inches of a flat projection. The next thing 
I knew I had some papers before me and was writing 
out a list of chapters. 2 3 

Later, he repeated: 

...the map ,as most of the plot. 21 * 

Adventure , too, began as a map, or rather as a computer 
model. In his article, "Adventures in Computing," Walt 
Bilofsky writes: 


Adventure was always grounded firmly in reality. 

Will Crowther, the original author, was a co-worker 
of mine at Bolt, Beranek and Newman, Inc., the Cam¬ 
bridge, Mass., research firm which built such pro¬ 
jects as the ARPANET and the TENEX operating system. 
Will used to drive down to Kentucky monthly to join 
other amateur spelunkers in exploring Colossal Cave, 
an actual huge cavern. Topographical data was 
stored in BBN’s computers and was used to produce 
maps of the cave. It's not surprising that 
Adventure’s Colossal Cave, at least up to a point 
(or down to a point) is the same as the one in Ken¬ 
tucky, and the description and geology of the first 
few levels are consistent and accurate. 2 5 


Many elements of Adventure are similiar to those of 
the mystery because there are puzzles to be solved and 
investigations to be made; in other ways it resembles the 
folktale, especially in respect to structure. Therefore, 
two sections of the dissertation are devoted to Adventure's 
relationship to mystery literature and to its folktale-like 
structure. 

The authors have drawn some of the content, charac¬ 
ters, and motifs in Adventure from science fiction and fan¬ 
tasy literature, especially from Tolkien's The Lord of the 


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12 

Rings .26 For example, in a personal letter to me, the 
second main author, Don Woods, wrote that he had "glanced at 
Tolkien's description of 0rodruin"27 i n the Lord of the 
Rings before he wrote "Breathtaking View." In The Lord of 
the Rings , Orodruin, or Mount Doom, is the volcano in the 
Land of Mordor where the evil Sauron forged the One Ring of 
Power. It erupted whenever evil was on the rise again.28 
"Breathtaking View" transmits a sense of foreboding to 
readers, but unlike Orodruin, it does not have any special 
significance in the story. Here are Tolkien's depictions of 
this growing, fiery symbol of threat: 


Far beyond it, but almost straight ahead, across a 
wide lake of darkness dotted with tiny fires, there 
was a great burning glow: and from it rose in huge 
columns a swirling smoke, dusky red at the roots, 
black above where it merged into the billowing 
canopy that roofed in all the accursed land. ... 

Ever and anon the furnaces far below its ashen cone 
would grow hot and with a great surging and throb¬ 
bing pour forth rivers of molten rock from chasms in 
its sides. Some would flow blazing towards Barad- 
dur down great channels; some would wind their way 
into the stone plain, until they cooled and lay like 
twisted dragon-shapes vomited from the tormented 
earth. Sam beheld Mount Doom, and the light of it 
... now glared against the stark rock faces, so that 
they seemed to be drenched with blood. 29 

Eastward Sam could see the plain of Mordor vast and 
dark below, and the burning mountain far away. A 
fresh turmoil was surging in its deep wells, and the 
rivers of fire blazed so fiercely that even at this 
distance of many miles the light of them lit the 
tower-top with a red glare.30 

The Mountain crept up ever nearer, until, if they 
lifted their heavy heads, it filled all their sight, 
looming vast before them: a huge mass of ash and 
slag and burned stone, out of which a sheer-sided 
cone was raised into the clouds. 31 


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And then at last over the miles between there came a 
rumble, rising to a deafening crash and roar; the 
earth shook, the plain heaved and cracked, and Oro- 
druin reeled. Fire belched from its riven summit. 
The skies burst into thunder seared with lightn¬ 
ing.32 


Compare it to Wood's "Breath-taking View": 


Far below you is an active volcano, from which great 
gouts of molten lava come surging out, cascading 
back down into the depths. The glowing rock fills 
the farthest reaches of the cavern with a blood-red 
glare, giving everything an eerie, macabre appear¬ 
ance. The air is filled with the flickering sparks 
of ash and a heavy smell of brimstone. The walls 
are hot to the touch, and the thundering of the vol¬ 
cano drowns out all other sounds. Embedded in the 
jagged roof far overhead are myriad twisted forma¬ 
tions composed of pure white alabaster, which 
scatter the murky light into sinister apparitions 
upon the walls. To one side is a deep gorge, filled 
with a bizarre chaos of tortured rock which seems to 
have been crafted by the devil himself. An immense 
river of fire crashes out from the depths of the 
volcano, burns its way through the gorge, and plum¬ 
mets into a bottomless pit far off to your left. To 
the right, an immense geyser of blistering steam 
erupts continuously from a barren island in the 
center of a sulfurous lake, which bubbles ominously. 
The far right wall is aflame with an incandescence 
of its own, which lends an additional infernal 
splendor to the already hellish scene. A dark, 
foreboding passage exits to the south.33 


Although Adventure is related to established forms 
of literature, reading a computer story-game is quite dif¬ 
ferent from reading a regular book because the reader is 
also a player, making moves and performing actions, just 
like (s)he does in playing games. Adventure is a not a 
story about a character exploring a cave, it is about what 
happens to the reader as the reader explores the cave. In 
The Lord of the Rings , for example, the characters Frodo 


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14 


Baggins and Samwise have stumbled on the view of Orodruin; 
in Adventure it is the reader who is confronted with the 
volcano below. 

Having the reader as protagonist is not the only 
innovation of computer story-games: using the computer as a 
narrative medium also makes it possible for the reader to 
interact with and take part in the story. Because the 
reader can make certain choices about the way the story will 
progress, a simplistic form of fixed-text interactive fic¬ 
tion is possible for the first time. By taking part in 
creating the story, the reader takes on some of the func¬ 
tions of the author. I would like to emphasize here that 
the reader cannot actually determine what will happen, but 
(s)he can choose from alternatives implicit in the story and 
has the illusion of control over the events. On the other 
hand, in comparison with the traditional book medium, there 
are also ways in which the reader can lose control over the 
literary experience. (S)he can no longer simply continue 
reading it, as in a printed narrative, to find out how the 
story turns out; in interactive fiction, the reader must 
actively make the story happen. 

The next three examples illustrate how readers can 
interact with the Adventure world and create a different 
text each time they play, if they wish. All three people 
started at the same position, the beginning of the game. 

Yet after only six moves apiece, each came up with different 
results. I have abbreviated "Narrator' 1 to "N:" and "Player" 


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15 


to "P:. 


Example _1_: 

N: You are standing at the end of a road before a 

small brick building. Around you is a forest. A 
small stream flows out of the building and down 
a gully. 

P: West 

N: You have walked up a hill, still in the forest. 
The road slopes back down the other side of the 
hill. 

There is a building in the distance. 

P: North 

N: You're at end of road again. 

P: West 

N: You're at hill in road. 

P: West 

N: There is no way to go that direction. 

You're at hill in road. 

P: East 

N: You're at end of road again. 

P: South 

N: You are in a valley in the forest beside a 

stream tumbling along a rocky bed.3** 


Example 2 : 

N: You are standing at the end of a road before a 

small brick building. Around you is a forest. A 
small stream flows out of the building and down 
a gully. 

P: Down 

N: You are in a valley in the forest beside a 

stream tumbling along a rocky bed. 

P: Up 

N: You are in open forest, with a deep valley to 

one side. 

P: Stream 

N: I don't know how to apply that word here. 

You're in forest. 

P: Do wn 

N: You’re in valley. 

P: Building 

N: You're at end of road again. 

P: Building 

N: You are inside a building, a well house for a 

large spring. 


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16 


There are some keys on the ground here. 
There is a shiny brass lamp nearby. 
There is food here. 

There is a bottle of water here. 35 


Example 3!: 

N: You are standing at the end of a road before a 

small brick building. Around you is a forest. 

A small stream flows out of the building and 
down a gully. 

P: Forest 

N: You are in open forest, with a deep valley to 

one side. 

P: Up 

N: There is no way to go that direction. 

You're in forest. 

P: North 

N: You are in open forest near both a valley and a 

road. 

P: Forest 

N: You're in forest. 

P: East 

N: You are in a valley in the forest beside a 

stream tumbling along a rocky bed. 

P: West 

N: You're in forest.36 


Recently, several series of children's books have 
become popular which make the reader a character who chooses 
the way the plot unfolds.37 for example, The Cave of Time ,38 
a book for children around age ten, contains the following 
instructions: 


Do not read this book straight through from begin¬ 
ning to end! These pages contain many different 
adventures you can go on in the Cave of Time. From 
time to time as you read along, you will be asked to 
make a choice. Your choice may lead to success or 
disaster! 

The adventures you take are a result of your 
choice. You are responsible because you choose! 
After you make your choice, follow the instructions 
to see what happens to you next. 

Remember--you cannot go back! Think carefully 


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before you make a move! One mistake can be your 
last ... or it may lead you to fame and fortune!39 

Every book in these series contains many story units, each 
of which last only a few pages. At the end of a unit, 
either the story ends (and not always with a happy outcome 
for the reader-protagonist!) or the reader is given a choic 
and the story continues. The following example is from a 
story about dreaming. The "you” refers to the reader: 


"I'm glad you're here in the world of dreams come 
true," says the old man. "Whatever you would like 
to have is yours." You think for a minute of things 
you would like—your favorite food, having your own 
horse, going on a balloon ride. "You'll have to 
decide quickly. It's almost time for you to wake 
up," says the old man. 

If you ask the man for all the candy in the world, 
turn to page 12. 

If you ask him for a horse to ride, turn to page 20. 

If you ask him to take you on a balloon ride, turn 
to page 14. 

If you ask him for something you can keep after the 
dream is over, turn to page 23.^ 


Due to the linear nature of text printed on paper, 
the artistic effects of these techniques fall far short of 
those in interactive fiction. Turning the pages of such a 
book is cumbersome and time-consuming. The child is given 
choices about which story unit will come next, but each 
story unit is complete in itself. In interactive fiction 
the reader makes choices about each individual step and 
thereby constructs the story units for him- or herself. 
Finally, in Adventure, the choices are not pre-defined; the 


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reader must interact with the narrative screen. It’s a 
finer way of composition, as in a kaleidoscope. An interac¬ 
tion with a fixed text is not possible. 

The narrator in Adventure and other works of 
interactive fiction functions as the mediator between the 
reader and the fictive world. The reader's interaction with 
the story extends to conversing with the narrator on a prim¬ 
itive level. To explore the cave and find the treasures, 
the reader must learn how to use its "hands and eyes," 
which, in turn, involves communicating with the narrative 
voice by asking it for instructions and giving it direc¬ 
tions. The reader must learn how the author programmed the 
narrator to "think" (if a computer can be considered capable 
of thought-like processes) and what kind of language the 
narrator understands. 

In interactive fiction, the reader's sense of story 
time and space is also very different from that in tradi¬ 
tional fiction. The reader experiences the events of the 
story sequentially, as they are happening. There are only 
limited temporal lapses or omissions compared to those in 
conventional stories and far less skipping over locales or 
objects in the cave. The action takes place step by step, 
and the reader participates in each independent story ele¬ 
ment. This does not necessarily make for a better told 
story, but it does heighten the reader's sense of being a 
participant and prime mover in the story. Because of these 
aspects, most people I interviewed described it as a new 


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19 


reading experience. 

In some important respects, the reader actually does 
gain control over spatial and temporal aspects of the action 
in interactive fiction. The story stops each time the 
reader must decide where to go next in the cave or how to 
overcome an obstacle or solve a puzzle. If the reader makes 
choices quickly, the story progresses quickly; if the reader 
has difficulty deciding what to do, the action slows down. 
How very different this is from a story in a book! For 
example, when I am baffled in a detective or spy story, I 
read faster and faster so I can find out what happened or 
what will happen. In contrast, when I am stumped by a puz¬ 
zle in Adventure the story stops altogether until I figure 
out what to do. Being confronted by problems and choices in 
Adventure is more like facing unimportant decisions in real 
life than like reading about how the characters in books 
deal with their problems. To use a descriptive term of com¬ 
puter jargon, by being more of a "real-time" story, Adven¬ 
ture can seem like more of a real-life story. In the area 
of computers "real-time" means that data are gathered, pro¬ 
cessed and acted upon continuously and rapidly, rather than 
each step of the process being completed before the next 
step is carried out.^l To apply the analogy to Ad venture , 
then, instead of the story being laid out in its entirety 
for the reader as in a book, each individual move in Adven¬ 
ture is determined separately by the choices the reader 
makes. The story is composed during the process of reading. 


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These innovations in a fixed text narration, i.e. 
the reader interacting with the narrator and acting as pro¬ 
tagonist and writer, were made possible by advances in com¬ 
puter technology but inspired by the fantasy role-playing 
game, Dungeons and Dragons. ^2 j n Dicing with Dragons : An 
Introduction to Role - Playing Games , Ian Livingstone 
describes these games as a sophisticated form of make 
believe. ^3 Each player creates a persona with differing 
physical and mental attributes, determined by the role of 
dice. Then the player assumes the role of this character 
and verbally acts out a story guided by the story game 
referee, the "Dungeon Master.” The stories often take place 
in imaginary medieval, fantasy, or science fiction settings. 
In these games, each player is a character in the story, as 
well as the creator or author of his or her own role and 
dialogue.^ The Dungeons and Dragons player acts out the 
story with others, and in much the same way the Adventure 
reader thinks out and imagines his or her role while creat¬ 
ing the text. The idea of the reader interacting with the 
narrator is also an outgrowth of Dungeons and Dragons ♦ John 
Butterfield, Philip Parker and David Honigmann describe the 
interaction between the narrator, or Dungeon Master, and the 
players in Dungeons and Dragons : 

"The game can be regarded as a conversation between 
the D.M. [the Dungeon Master] and the players, the 
former describing what is happening to the charac¬ 
ters (’You are standing in a ten-foot-wide passage¬ 
way; ahead is a solid oaken door with intricate 


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21 


stone carvings round the frame...') the latter 
describing their actions ('All right, I'll kick the 
door down') . **5 

Although similar verbal player-narrator interactions take 
place in Adventure and Dungeons and Dragons , communication 
with the electronic narrator in Adventure is obviously infe¬ 
rior to interaction with an imaginative Dungeon Master, who 
is capable of human dialogue. 

When I first started this study, I had intended to 
extrapolate some of the ways literature will be produced and 
modified through the application of computers by examining 
how the printing press affected literary production. The 
idea that the long term development of modern western 
literature has been influenced by the invention of the 
printing press seems obvious. I was surprised to discover 
that this area remains unexplored. Elizabeth Eisenstein 
devotes the entire opening chapter of The Printing Press as 
an Agent of Change *^ bemoaning the lack of scholarly atten¬ 
tion to this important field. She writes: "The effects pro¬ 
duced by printing have aroused little controversy, not 
because views on the topic coincide, but because almost none 
have been set forth in an explicit and systematic form. 

Indeed those who seem to agree that momentous changes were 
entailed always seem to stop short of telling us just what 
they were," 1 *? Two examples she cites are Ernst R. Curtius' 
one line ' : discussion" of the topic and the no less excep¬ 
tional side-stepping of the issue by Douglas McMurtrie, 
whose work is considered to be one of the definitive 


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treatments of the topic. Curtius wrote: "The immense and 
revolutionary change which it [the invention of printing] 
brought about can be summarized in one sentence: until that 
time every book was a manuscript.McMurtie commented: "It 
would require an extensive volume to set forth even in out¬ 
line the far-reaching effects of this invention in every 
field of human enterprise."^9 Eisenstein criticizes them by 
writing: "In both instances we learn nothing more about 
seemingly momentous consequences save that they occurred. 

Nor is the curious reader offered any guidance as to where 
one might go to learn more."50 Marshall McCluhan has pointed 
out many areas connected with a print-oriented culture that 
are in need of study, yet his jumbled and emotion-charged 
approach seems not to have inspired any such attempt.51 
In its present initial stage of development, I 
believe interactive fiction is a type of popular literature. 
Abraham Kaplan defines popular literature not as "the degra¬ 
dation of taste but its immaturity, not the product of 
external social forces but produced by a dynamic intrinsic 
to the aesthetic experience itself."52 pj e characterizes 
popular literature as basically formless and stereotyped, 
with the reader's interest focussed on the outcome instead 
of the unfolding of the plot.53 as in other works of popular 
literature, the structure in Adventure is based on limited 
and well-defined formulae. The sense of novelty it arouses 
in readers can be traced to variations within the schemata 
and the complexity of the sub-plots. Characterizations are 


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23 


minimal, and the actions usually don't point to any deeper 
meanings. The object is to entertain. 

I do not believe that the literary limitations of 
Adventure means that computer story games are of necessity a 
sub-literary genre, or that there is something about the 
computer medium itself which pre-destines interactive fic¬ 
tion always to be frivolous in nature. The development of 
film can be taken as an analogy. In the introduction to The 
Popular Arts : A Critical Reader ,54 Irving Deer and Harriet 
Deer describe how early film was considered an unsophisti¬ 
cated and unartistic medium, "so crude in its initial stages 
that it was considered to be beneath contempt.”55 Only with 
D.W. Griffith's Birth of _a Nation 56 anc j later through Char¬ 
lie Chaplin's films did audiences become aware "that the 
film had a capacity for communicating mature artistic 
experiences.”57 v/e can expect computer technology to con¬ 
tinue undergoing rapid growth and this, in turn, will pro¬ 
vide the technical basis for a sophistication and maturation 
of interactive fiction. In addition to growth in the com¬ 
puter technology itself, we can also project a "democratiza¬ 
tion of computer use" which might be analagous to the "demo¬ 
cratization of reading"58 that characterized the spread of 
printing. We can suppose that with more people reading 
interactive fiction, there will be a concomitant upsurge in 
both the number and quality of computer story games created. 


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FOOTNOTES: INTRODUCTION 


1. A discussion of the term "literature” follows 
shortly. See footnote no. 3. 

2. Willie Crowther and Don Woods, Adventure , UNIX 
Version, 11. 1316-1319* (See Appendices for references to 
Adventure by line number.) 

3. The Oxford English Dictionary : Being _a Corrected 
Re - Issue with an Introduction , Supplement , and Bibliography 
of New Eng lish Dictionary on Historical Principles founded 
Mainly on the Materials Collected by the Philological 
Society , Vol. VI (Oxford: Clarendon Press'^ 1961)7 p. 342. 

4. Gero von Wilpert, SachwOrterbuch der Literatur 
(Stuttgart: Alfred Kroner Verlag, 1979), p. 463. 

5. Rene Wellek and Austin Warren, Theory of Litera- 
ture (New York: Harcourt, Brace & World, Inc., 19567, p. 27. 


6. Roger Fowler, Ed. A Dictionary of Modern Criti- 
cal Terms (London and Boston: Routledge and Kegan Paul. 
19737T~PP. 105-107. 


7. Wellek and Warren, Theory of Literature , p. 25. 

8. Fowler, A Dictionary of Modern Critical Terms, 

p. 106. 

9. Fowler, A Dictionary of Modern Critical Terms, 

p. 107. 


10 . 

Dictionary. 
131 • 


Karl Beckson and Arthur Ganz, Literary Terms : A 
(New York: Farrar, Straus and Giroux, 1975), p. 


11. Beckson and Ganz, Literary Terms , p. 132. 

12. Anthony J. Niesz and Norman N. Holland, 

"Interactive Fiction" in: Critical Inquiry, Vol. 2, No. 1, 
p. 125. ’ 

13. The Oxford English Dictionary , p. 1041. 

14. Donkey Kong, (Nintendo). 


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15. 


Space Invaders , (Sego). 


16. PacMan , (Bally Co.). 

17. Bob Liddil, "Interactive Fiction: Six Micro 
Stories," in an issue devoted to artificial intelligence in: 
Byte , Vol. 6 ., No. 9 (1981), p. 436. 

18. Rick Dyer, Thayer 1 s Quest (Carlsbad, Califor¬ 
nia: RDI Video Systems). For a description of the game, see 
Matt Damsker, "Newest Game in Town--Thayer• s Quest," Los 
Angeles Times, July 7 , 1984. 

19. See, for example: Floyd McCoy and Lois McCoy, 
The Bytes Brothers: Program a Problem, A Solve It Yourself 
Computer Mystery (Toronto, New York, London, Sydney: Bantam 
Books, i9iprr; 


20. David Thompson, "The Cottage Computerist: Writ¬ 
ing Games is an Adventure," Profiles: The Magazine for 
Kaypro Users , Vol. 2, No. 1 (1984), pp. 14-15, 19. 

21. Thomas Enright, "Choose Your Quest," Profiles : 
The Magazine for Kaypro Users, Vol. 2, No. 1 (1984), pp. 
30-31“, 34-37,^2-71: 

22. Jules Verne, A Journey to the Center of the 
Earth , in: Works of Jules Verne , ed., Claire Booss - CNew 
York: Avenel Books, 1963 ), pp. 217-390. 

23. Robert Louis Stevenson, Treasure Island (Lon¬ 
don, New York, Toronto: Oxford University Press, 1955). 

24. Steveson., Treasure Island ,, pp . xiv -xv. 

25 ♦ Stevenson , Treasure Island , p. xxi. 

26. Walt Bilofsky, "Adventures in Computing," Pro¬ 
files: The Magazine for Kaypro Users, Vol. 2, No. 1 ( 1 984) , 
p. 25. 


27. J.R.R. Tolkien, The Lord of the Rings (New 
York: Ballantine Books, 1954). 

28. Personal computer mail communication from Don 
Woods, March 21, 1984. 

29. Robert Foster, The Complete Guide to Middle - 

Earth : F rom ' The Hobbit * to ' The Silmarillion ' TNew York: 
Ballantine Books, 1974), pp. 397-398. 

30. Tolkien, The Lord of the Rings, p. 214. 


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31. 


Tolkien, The Lord of the Rings , p. 221. 

32. Tolkien, The Lord of the Rings , p. 267. 

33. Tolkien, The Lord of the Rings , p. 276. 

34. Adventure . 11. 261-279. 

35. Adventure, 11. 1-3; 4-5; 303; 304; 1337, 304; 

303; 7-8. 

36. Adventure, 11. 1-3; 7-8; 9; 1341, 307; 306; 
303; 6; 1166,HIT68, “1209, 1211. 

37. Adventure, 11. 1-3; 9; 1337, 307; 10; 307; 7: 

307. 

38. This list of such series is not complete, but 
it should give some idea of the genre’s widespread popular¬ 
ity. 

A What-Do-I-Do-Now Book (New York: An Infocom Book, 
Tom Doherty Associates, 1983). 

An Endless Quest (Lake Geneva, Wisconsin: TSR Hob¬ 
bies Inc., 1982). 

Choose a Pathway to the Magic Realms (Bergenfield, 
New Jersey: New American Library, 1984). 

Choose Your Own Adventure: You're the Star of the 
Story! (Toronto, New York, London, Sydney: Bantam, 1979). 

Dragontales (Bergenfield, New Jersey: New American 
Library, 1984) . 

Magicquest (New York: Tempo Books, 1976). 

Pick a Path to Adventure, Fantasy Forest (Lake 
Geneva, Wisconsin: TSR Hobbies Inc., 1983). 

Plot Your Own Horror Stories (New York: Simon and 
Schuster Wanderer Books, 1982). 

Sorcery! (New York: Penguin Books, 1983). 

The Star Challenge Series, A Yearling Book (New 
York: Dell Publishers). 

The Time Machine Series (Toronto, New York, London, 
Sydny: A Byron Press Book, Bantam, 1984). 

Which Way Books (New York: Pocket Books, Simon and 


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Schuster, 1982). 


28. Edward Packard, The Cave of Time (Toronto, New 
York, London, and Sydney: Bantam Books, 1979). 

39. Packard, The Cave of Time , p. 1. 

40. Edward Packard, Dream Trips (Toronto, New York, 
London, and Syndey: Bantam Skylark), p. 7. 

41. Rose Deakin, Understanding Micro - Computers : An 
Introduction to the New Personal Computers for Home and 
Office (Bergenfield, New Jersey: New American Library, 

1982), pp. 36-37, 98, 176. 

42. Personal computer mail communication from Don 
Woods, March 21, 1984. The reference to the game itself is: 
Gary Gygax, Dungeons and Dragons (Lake Geneva, Wisconsin: 

TSR Hobbies Inc7, T974). 

43. Ian Livingstone, Dicing with Dragons: An Intro- 
duction to Role - Playing Games (New York and Scarborough, 
Ontario: New American Library, 1982). 

44. For descriptions on playing Dungeons and Dra¬ 
gons , see: John Butterfield, Philip Parker, and David Hon- 
gimann, What is Dungeons and Dragons ? (New York: Warner 
Books, 1982); and Ian Livingstone, Dicing with Dragons : An 
Introduction to Role - Playing Games (New York and Scarbor¬ 
ough, Ontario: New American Library, 1982). 

45. John Butterfield, Philip Parker, and David 
Hongimann, What is Dungeons and Dragons? (New York: Warner 
Books, 1982) , p .~ 2 . 

46. Elisabeth Eisenstein, "The unacknowledged revo¬ 
lution, ” in: Elisabeth Eisenstein, The Printing Press as an 
Agent of Change : Communications and Cultural Transformations 
in Early - Modern Europe (Cambridge, London, New Rochelle, 
Melbourne, Sydney: Cambridge University Press, 1980), pp. 
3-42. 


47. Eisenstein, The Printing Press as an Agent of 
Change , pp. 6-7. 

48. Ernst R. Curtius, European Literature and the 
Latin Middle Ages , tranl. by Williard Trask (New York: 
Pantheon Books, Bollingen Series, 1953), p. 238. 

49. Douglas McMurtie, The Book (Oxford, New York, 
and London: Oxford University Press, 1943), p. 136. 

50. Eisenstein, The Print Press as an Agent of 


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Change , p. 7. 


51. Marshall McCluhan, The Gutenberg Galaxy : the 
Making of Typographic Man (Toronto: University of Toronto 
Press, 196275 and Understanding Media : the Extensions of Man 
(New York: New American Library, 1964). 

52. Abraham Kaplan, ’’The Aesthetics of the Popular 
Arts," in: Harriet Deer and Irving Deer, The Popular Arts: A 
Critical Reader (New York: Charles Scribner's Sons, 1967). 

P- 319- 


53. Harriet Deer and Irving Deer, The Popular Arts : 
A Critical Reader (New York: Charles Scribner's Sons, 1967) , 
pp. 319-323. 

54. Deer and Deer, The Popular Arts: A Critical 
Reader, pp. 1-20. 

55. Deer and Deer, The Popular Arts: A Critical 
Reader, p. 9. 


56. D.W. Griffith, The Birth of a Nation , from Tho¬ 
mas Dixon's novel, The Clansman , Epoch. 

57. Deer and Deer, The Popular Arts : A Critical 
Reader , p. 13 . 


58. Eisenstein discusses the effects of the print¬ 
ing press on literacy throughout her book, The Printing 
Press as an Agent of Change. 


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ADVENTURE AS A GAME 


In "What Makes Things Fun",1 Thomas Malone, a 
psychologist, postulates and then examines qualities that 
make computer games so fascinating to many people. Accord¬ 
ing to him, the most popular games share several charac¬ 
teristics: they have very clear goals of variable levels of 
difficulty, there are different types of goals, and they can 
simultaneously appeal to different types of fantasies. 

Malone found that among young children word games, such as 
Adventure , were among the least popular games, while games 
involving projectiles, destruction, flashing lights and 
sound were the most popular. Yet Adventure , like chess, 
appeals to adults more than children, and if UCSD is any 
indication, the adults to whom it appeal are educated, 
well-read people. 

One reason Adventure can appeal to sophisticated 
people is that it is a relatively complicated game, though 
not nearly as complex as chess. Solving the problems 
presented in it demands situational analysis, deductive 
thinking, and concentration. Several levels of rules must be 
discovered and figured out in order to play. One of the 
fascinating aspects of Adventure is that the reader must 
figure out how the game and narrative works, i.e.: 

1 . how to communicate with the 
computer/narrator 


29 


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30 


2 . how to make moves 

3 . where the cave is in the first place 

4. where one is in the cave 

5 . where and what the treasures are 

6 . how to overcome obstacles 

7 . how to obtain the tools necessary to get 
the treasures 

8 . and how to get the treasures back to the 
surface once they have been won. 

During this entire process, the player must also fend off 
attacks and keep track of supplies needed to explore the 
cave, such as food, water, and light. There are indeed 
various and variable levels of difficulty: the player must 
move through the cave as expediently as possible, which 
means finding, collecting, and safely depositing treasures 
in few moves. Score is kept in a ratio of number of points 
earned per number of moves, and each skill level is awarded 
a certain name. At the end of the game the reader is given 
the points earned and resulting ranking in one of the follo- 
ing messages: 

You are obviously a rank amateur. Better luck next time. 

Your score qualifies you as a novice class adventurer. 

You have achieved the rating: "experienced adventurer". 

You may now consider yourself a "seasoned adventurer". 

You have reached "junior master" status. 

Your score puts you in master adventurer class c. 

Your score puts you in master adventurer class b. 

Your score puts you in master adventurer class a. 

All of adventuredom gives tribute to you, 


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adventurer grandmaster !2 


What makes Adventure different from most other com¬ 
puter games, though, is that it is narrative, that the 
reader uses words to make the action progress, and that it 
involves complicated fantasies which the reader/player helps 
to generate. Adventure is a "literary game." 

In its present form, Adventure is at the level of 
popular forms of literature. Like many mystery novels or 
best-sellers, or TV programs or romance novels, it is writ¬ 
ten for a specific audience and its main purpose is enter¬ 
tainment. Most popular literature is not interesting enough 
to be read more than once because it lacks multiple levels 
of meaning and relies on structures already known to and 
expected by its readers. Adventure is much the same. Once 
a reader/player has successfully moved through the cave, 
explored its hidden recesses and captured its treasures, its 
novelty wears off and it has little more to offer as a work 
of fiction. 

One of the things Adventure can give its readers, 
though, is the fantasy world a reader can create in response 
to the narrative material. Adventure is a delightful game 
partly because it can help its players to imagine themselves 
in a world very different from their own. As the instruc¬ 
tions state: "Magic is said to work in the Cave. "3 Players 
seek out this imaginary underground world to envelope them¬ 
selves in mystery, adventure, and excitement. It is there¬ 
fore a very different kind of computer game from the usual 


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32 


shoot-'era-up, destroy-the-alien-spaceship video arcade 
variety. Although the object of Adventure is to win the 
medium is verbal, not visual, and perhaps even more impor¬ 
tant, most of the fun of playing comes from the elaborate 
fantasies the game can arouse. 

In Adventure , the game is embedded in a story. The 
player must find and explore a cave that is "somewhere 
nearby." 1 * As mentioned, Adventure is competitive and the 
object of the game is to accumulate points. To do this, one 
must find the treasures in the cave, each of which has a 
certain number of points attached to it, figure out how to 
get the treasure into one's possession, and then how to 
bring it back and deposit it in the building on the surface. 
The scoring system is quite complicated and takes into 
account not only how many treasures the player has acquired, 
but also how the reader goes about locating them, exploring 
the cave, and even getting into the cave in the first place. 
Points are deducted for quitting, dying, or being killed. 
Some puzzles are more difficult than others to solve, and 
the player is given more points for their solution. 

All this is more difficult than it sounds, because 
one of the quirks of Adventure is that players must figure 
out the rules of the game for themselves. Players are given 
only the barest information on how they can communicate with 
the computer-narrator, how they can move, and the 
whereabouts of the cave. Furthermore, once the player is in 
the cave, figuring out how to survive, overcome obstacles, 


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and obtain the treasures can be quite challenging, for the 
laws of nature do not always apply in this fantasy setting; 
the cave is a subterranean world of magic. 

In case any readers of this dissertation have not 
played Adventure or similiar computer games, I would like to 
present some examples from game texts to illustrate how it 
is played. When the player begins the game, the welcoming 
message appears on the video terminal screen and the reader 
is asked if (s)he would like instructions. If the player 
types "yes," the computer displays the following text: 


Somewhere nearby is Colossal Cave, where others have 
found fortunes in treasure and gold, though it is 
rumored that some who entered are never seen again. 
Magic is said to work in the cave. I will be your 
eyes and hands. Direct me with commands of 1 or 2 
words. I should warn you that I look at only the 
first five letters of each word, so you'll have to 
enter "northeast" as "ne" to distinguish it from 
"north". (Should you get stuck, type "help" for 
some general hints. For information on how to end 
your adventure, etc., type "info".)5 


Then the game begins. The player is given this message: 


You are standing at the end of a road before a small 
brick building. Around you is a forest. A small , 
stream flows out of the building and down a gully.® 


Although many first-time players type "help" and get 
more instructions, others are brave and try to play immedi¬ 
ately without them. One of the first difficulties they 
encounter is trying to even talk to the narrator. Here is 
the script of such an opening attempt. 


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N: Welcome to adventure!! Would you like instruc¬ 

tions? 

P: No 

N: You are standing at the end of a road before a 

small brick building. Around you is a forest. 

A small stream flows out of the building and 
down a gully. 

P: Go to the building 

N: I don’t know that word. 

P: Walk toward the building 

N: I don't know that word. 

P: Go in the building 

N: You are inside a building, a well house for a 

large spring. 

There are some keys on the ground here. 

There is a shiny brass lamp nearby. 

There is food here. 

There is a bottle of water here. 

P: Pick up the keys 

N: I don't know that word. 

P: Take the keys 

N: I don't know that word. 

P: Carry the keys 

N: I don't know that word. 

P: Why not 

N: I don't know that word. 

P: Walk outside 

N: You're at end of road again. 

P: Walk west 

N: You have walked up a hill, still in the forest. 

The road slopes back down the other side of the 

hill. 

There is a building in the distance. 

P: Walk east 

N: You're at end of road again. 

P: Walk east 

[...later, after the reader has gotten lost and 

evidently frustrated] 

P: Go away! 

N: I don't know that word. 

P: Get lost! 

N: I’m as confused as you are. 

P: Help me? 

[At this request, the help message appears] 


Obviously the narrator recognizes only a terse 
language of its own, and the player must learn to speak 
it if anything is to happen. Either players figures 


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this out themselves ( and many do), or they can find out 


by typing "help." The result is this message: 


I know of places, actions, and things. Most of 
my vocabulary describes places and is used to 
move you there. To move, try words like forest, 
building, downstream, enter, east, west, north, 
south, up, or down, I know about a few special 
objects, like a black rod hidden in the cave. 
These objects can be manipulated using some of 
the action words that I know. Usually you will 
need to give both the object and actions words 
(in either order), but sometimes I can infer the 
object from the verb alone. Some objects also 
imply verbs; in particular, ’’inventory" implies 
"take inventory", which causes me to give you a 
list of what you’re carrying. The objects have 
side effects; for instance, the rod scares the 
bird. Usually people having trouble moving just 
need to try a few more words. Usually people 
trying unsuccessfully to manipulate an object 
are attempting something beyond their (or my!) 
capabilities and should try a completely dif¬ 
ferent tack. ...° 


To show how the game can be played, I include a 
longer excerpt of a game text: 


N: You are standing at the end of a road before a small 

briok building. Around you is a forest. A small 
stream flows out of the building and down a gully. 

P: Enter building 

N: You are inside a building, a well house for a large 

spring. 

There are some keys on the ground here. 

There is a shiny brass lamp nearby. 

There is food here. 

There is a bottle of water here. 

P: Take lamp 

N: OK 

P: Carry food 

N: OK 

P: Take keys 

N: OK 

P: Take water 

N: OK 


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P: Downstream 

N: The stream flows out through a pair of 1 foot diame¬ 

ter sewer pipes. It would be advisable to use the 
exit. 

You’re inside building. 

P: Exit 

N: You're at end of road again. 

P: Go downstream 

N: At your feet all the water of the stream splashes 

into a 2- inch slit in the rock. Downstream the 
streambed is bare rock. 

P: Rock 

N: You are in a 20-foot depression floored with bare 

dirt. Set in the dirt is a strong steel grate 
mounted in concrete. A dry streambed leads into the 
depression. 

The grate is locked. 

P: Unlock 

N: The grate is now unlocked. 

P: In 

N: You are in a small chamber beneath a 3x3 steel grate 

to the surface. A low crawl over cobbles leads 
inward to the west. 9 

(The player is now in the cave.) 


I hope this example reveals how complicated playing 
Adventure can be. It is a brain-teaser in many different 
ways. Figuring out how to play is a little like being 
exposed to a new culture where language is used in an unac¬ 
customed way; one actually speaks to a computer program, To 
even move through the cave is a challenge since Colossal 
Cave is like a real cave—one must always remember how to 
retrace one's path or face figurative death. Orientation is 
so difficult that many players make maps for themselves. 

The puzzles are always challenging, sometimes whimsical, 
sometimes funny. Solving the problems not only demands log¬ 
ical analysis, but must also be based on the players' 
knowledge of the nature of things, some of which don't even 
exist in the real world, such as dragons and trolls. Still, 


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perhaps the most captivating and distinguishing aspect of 
Adventure is not the complexity of its rules and scoring 
system, but the elaborate fantasy in which the puzzles, and 
rules, and challenges are masked. 

We live in a time in which two of the most popular 
forms of entertainment require only a passive participation 
by the audience. Television and film provide images for 
their viewers. As Jerry Mander puts it, "You have opened 
your mind, and someone else’s daydreams have entered." 10 
Playing computer games and reading books take a great deal 
of personal effort—one must think and imagine for oneself. 
Why should people enjoy something at which they have to work 
so hard? 

Sigmund Freud believed that people needed to fan¬ 
tasize and daydream as a way of fulfilling conscious and 
unconscious wishes.11 Both Sigmund Freud and Anna Freud 
understood games as an attempt to relive passively experi¬ 
enced traumatic events in an active, controlling role.12 
White believes that there is an important drive involved in 
motivation besides the reduction of primary needs, a drive 
he calls "effectance."13 it is the desire for competence 
and feeling effective in dealing with the surrounding 
environment. The pleasure one gains from exploring, manipu¬ 
lating objects, and developing one’s skills can be explained 
by this human need for personal accomplishments. Curiosity, 
which depends on novelty, complexity, surprisingness, and 
incongruity, may be another driving force in our 


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personalities and has been studied extensively by Berlyne."^ 
It appears that challenge, fantasy, and curiosity can be 
more powerful motivators than laziness. 

Thomas Malone explores the concepts of challenge, 
fantasy, and curiosity to explain why computer games are so 
much fun, or as he puts it, so intrinsically motivating.^ 

In order for something to be challenging, "it must provide 
goals whose attainment is uncertain."16 The ultimate goal 
in Adventure is to acquire enough points to become a wizard. 
In general, there are several ways discussed by Malone that 
achieving a goal can be made uncertain, 1. variable diffi¬ 
culty level 2. multiple level goals 3. hidden information 4. 
randomness.17 Adventure makes use of them all. 1. The 
puzzles become progressively more difficult. For example, 
one of the first problems the player faces inside the cave 
is capturing a bird in order to drive away a "fierce snake" 
barring the player’s way. ^8 jf ^he player commands "catch 
bird," the bird is frightened and flies away. Although it 
is difficult for the reader to imagine how not to frighten 
the bird, there is a hint in the help message. ”*9 Later in 
the game, there will be no hints. 2. There are multiple 
level goals; as I have stated elsewhere, one can achieve 
various rankings. 3- Each one of the puzzles is based on 
hidden information. In the case of the bird, for example, 
the hidden information is that the bird is afraid of the 
black rod. To catch the bird, one must first drop the black 
rod.20 4 # j n Adventure, the pirate and the dwarves appear at 


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39 


unexpected times. They provide the randomness factor. 

There are two more concepts to be discussed in the 
area of challenge and uncertain outcome: game strategy and 
self-esteem. McKinsey studied mathematical game theory and 
stated, "...after optimal strategies of a game are known, it 
ceases to offer any intellectual challenge, and most people 
stop playing it."21 There is a known optimal strategy for 
playing Tic Tac Toe; for chess there is not. Although 
Adventure is not nearly as complex as chess, each puzzle is 
different, and some strategies that are successful in solv¬ 
ing one puzzle are unsuccessful in another. 

The reason challenges and goals hold our attention 
is because they can give us feelings of success — they 
engage our self esteem.22 one of the things that can make 
playing Adventure so delightful is the feeling of achieve¬ 
ment that comes from just moving through the cave and 
exploring new parts of it. It is the same type of pleasure 
that motivates hikers, campers, bicyclists, and other 
adventurers—mastering the surrounding environment. 

Malone’s second major category in determining what 
makes things fun is curiosity.23 Based on work by Piaget 
and Berlyne, he defines curiosity as an "optimal level of 
informational complexity,"24 which means that an enjoyable 
problem should be novel and complex but not incomprehensi¬ 
ble. Challenge and curiosity are related: "Not only are the 
two concepts parallel, but in a way, either concept could 
subsume the other. Challenge could be explained as 


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curiosity about one's own ability. Curiosity could be 
explained as a challenge to one's understanding."25 

There are important differences, though. Challenge 
engages self-esteem, while curiosity does not. Also, 
curiosity appears to have a physical, sensory basis in 
humans. Malone believes that cognitive curiosity is aroused 
when a person’s knowledge structures are incomplete, incon¬ 
sistent, and parsimonious.26 

Wanting tc know "who done it" in a mystery novel is 
a good example of the "cognitive motivation to bring com¬ 
pleteness to your knowledge structure."27 Adventure is 
structured around mini-mysteries and puzzles for which the 
reader must provide the solution. Many readers spend hours 
and hours both at the computer terminals and away from them 
trying to "complete their knowledge structures." They try 
to figure out the answers to the compelling problems they 
face in the story: "What will I find if I go down the steps 
into the pit? How can I get the dragon off the precious Per¬ 
sian carpet? How can I find my way back to the surface if 
my light is dimming and will soon go out?" 

Another way that Adventure arouses interest and 
curiosity is expressed in the idea of magic. The normal 
laws of nature do not necessarily govern the world of the 
cave; the reader has to find out what rules do apply, i.e. 
make his or her cognitive structures more consistent. There 
are chambers in the cave, for instance, where one need only 
say the magic words (if one has figured them out!) to be 


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transported instantaneously back to the building on the sur¬ 
face.28 xhe idea that there could be a withered little 
beanstalk murmuring "water, water"29 i S inconsistent with 
our knowledge of the real world, but consistent with what we 
know from fairy tales.30 

Malone writes, "One way of stimulating curiosity by 
appealing to parsimony is to give a number of examples of a 
general rule before showing how (or letting students dis¬ 
cover that) all the examples can be explained by the single 
new rule."31 Especially at the beginning of the game, trying 
to form an Adventure world view, trying to figure out 
Adventure *s laws of nature is appealing and compelling. 
Another example of the type of general law the reader can 
discover is that every object ■ -und in the cave has some 
purpose, if not at the moment then later. One general rule, 
then, can be formulated like this: If you find something new 
in the cave, take it with you. If you've got too much to 
carry, take inventory, drop something unimportant and take 
the new object. You'll probably need it soon. 

Adventure is a very captivating story — it arouses 
a curiosity that the reader knows can be satisfied. It com¬ 
bines curiosity and challenge, for it provides repeated and 
varied opportunities to challenge one's understanding and 
raise one's sense of self-esteem. Challenge and curiosity 
are the two defining qualities of computer games in general, 
and Adventure shares these qualities with them. Yet there 
are several things that separate Adventure from what can be 


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considered the average computer game. Sensory curiosity is 
not aroused directly with noises, flashing lights, or other 
visual effects. Because it is conveyed in words, each 
reader or player must imagine the story without any props. 
Fantasy is the main element that distinguishes interactive 
computer fiction from other video games, and along with the 
verbal medium, the main element through which it is related 
to literature. There are other games, such as Rogue ,32 W ith 
themes from sci-fi, fantasy, and sword and sorcery litera¬ 
ture; what distinguishes Adventure from them is the medium 
— words — which promotes imagery and action-oriented ima¬ 
gination . 


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FOOTNOTES: ADVENTURE AS A GAME 


1. Thomas Malone, What Makes Things Fun to Learn? 

A Sjtudy of Intrinsically Motivating Computer Games. Techni¬ 
cal Report No. CIS-7, SSL-30-11 (Palo Alto, Calif.: Xerox 
Palo Alto Research Center, 1980). 


2. Willie Crowther and Don Woods, Adventure, 11. 
1751-1759. 


3. Adventure , 1. 1318. 

4. Adventure, 1. 1316. 

5. Adventure , 11. 1316-1323- 

6. Adventure, 11. 1-3. 

7. Adventure , 11. 1430; 1-3; 1418; 1418; 6; 1166 


1168, 

1209, 

1211; 

W8; 

141 8 

; 1418; 141 303; 4 

-5; 

303 

; 141 

1434. 










8. 

Adventure, 

11. 1 

-3; 6; 1166, 

1168, 

1209, 

1211; 

1409; 

1409; 

1409; 

1409; 

145; 

305; 303; 11 

-12; 

13- 

15; 

1171; 

1371 ; 

16-17. 










9. 

Adventure, 

11. 1 

-3; 3, 1166, 

1168, 

1209, 

1211; 

1409; 

1409; 

1409; 

1409; 

145- 

146, 305; 303 

; 11- 

12; 

13- 

15, 

1171; 

1371; 

16-17. 









10. Jerry Mander, Four Arguments for the Elimina- 
tion of Television (New York: William Morrow and Co., Inc, 
1975), p. 240. 


11. Sigmund Freud, Beyond the Pleasure Principle , 
trans. James Strachey (New York: W.W. Norton and Co., Inc., 

1961), pp. 10-11. 

12. See especially: S. Freud's chapter entitled 
"Wish-fulfillment," The Interpretation of Dreams and On 
Dreaming , The Standard Edition of The Complete Psychological 
Works of Sigmund Freud, trans. James Strachey, Vol. 5 (Lon- 
don: The Hogarth Press and the Institute of Psycho-Analysis, 
1958), pp. 550-572; 

Also: Anna Freud, The Ego and the Mechanisms of Defense , 
trans., Cecil Baines, in: The Writings of Anna Freud, Vol. 2 
(New York: International Universities Press, Inc., 1974), 
pp. 111-115. 


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44 


13. R. White, "Motivation reconsidered: The concept 
of competence," Psychological Review , No. 66 (1959), p. 297. 

14. D.E. Berlyne, Conflict, Arousal and Curiosity , 
(New York: McGraw Hill, I960); and Structure and Direction 
in Thinking , (New York: Wiley, 19657^ 

15. Malone, What Makes Things Fun to Learn . 

16. Malone, What Makes Things Fun to Learn , p. 50. 

17. Malone, What Makes Things Fun to Learn , p. 50. 

18. Adventure, 11. 1183; 1191. 

19. Adventure , 11. 1387-1405. 

20. Adventure, 11. 1397. 

21. J.C.C. McKinsey, Introduction to the Theory of 
Games, New York: McGraw-Hill, 1952. From: Malone, What 
Makes Things Fun to Learn , p. 52. 

22. Malone, What Makes Things Fun to Learn , p. 56. 

23- Malone, What Makes Things Fun to Learn, pp. 

60-63- 


24. Piaget and Berlyne in: Malone, What Makes 
Things Fun to Learn, p. 60. 


25. 

Malone, 

What 

Makes 

Things 

Fun 

to 

Learn, 

P- 

61. 

26. 

60-63. 

Malone , 

What 

Makes 

Things 

Fun 

to 

Learn, 

PP 

• 

27. 

Malone, 

What 

Makes 

Things 

Fun 

to 

Learn, 

P- 

62. 


28. Adventure, 11. 21-23; 60-62. 


29. Adventure , 1. 1219. 

30. Specifically, the well-known fairy tale, "Jack 
and the Beanstalk." 

31. Malone, What Makes Things Fun to Learn , p. 63 . 

32. Michael C. Toy, Kenneth C.R.C. Arnold, and 
Glenn Wichman, Rogue . The following description of the game 
is from the UNIX Programmer 11 s Manual , listed under R0GUE(6): 

Rogue is a computer fantasy game with a new twist. It is 
crt oriented and the object of the game is to survive the 


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attacks of various monsters and get a lot of gold, rather 
than the puzzle solving orientation of most computer fantasy 
games . 

To win the game (as opposed to merely playing to beat other 
people high scores) you must locate the Amulet of Yendor 
which is somewhere below the 20th level of the dungeon and 
get it out. Nobody has achieved this yet and if somebody 
does, they will probably go down in history as a hero among 
heros . 

When the game ends, either by your death, when you quit, or 
if you (by some miracle) manage to win, rogue will give you 
a list of the top-ten scorers. The scoring is based 
entirely upon how much gold you get. There is a 10? penalty 
for getting yourself killed. 

ROGUE, The UNIX Programmer 's Manual (6^) , 4.2 Berkeley 
Software Distr j but ion , 1*953. 


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GAMES AND LITERATURE 


There are African cultures in which no differentia¬ 
tion is made between instrumental or vocal music and dance: 
they are all simply considered music.’ 1 For the ancient 
Greeks, music "...not only embraced singing and dancing to 
instrumental accompaniment but covered all the arts, artis- 
tries, and skills presided over by Apollo and the Muses. "2 
In western culture we tend to view each aspect as a 
separate, independent artistic medium. But we also have 
many examples of art forms that are fusions of two or more 
other modes of expression. Songs are melody and words; 
opera is orchestral music combined with vocal music, mime, 
paintings, architecture, literary texts, and sometimes 
dance. Some types of "pure" literature are combinations of 
several modes: drama texts can be performed on stage, but 
also be read as literature; poetry is related to music 
through rhythm and sounds, as demonstrated by the German 
musical Kunstlied sub-genre, and medieval lyrics and heroic 
epics were intended to be sung. 

Analogously, Adventure is both a computer game and a 
work that can be read. There should be nothing foreign about 
this idea: embedding games in stories and stories in games 
is quite common. In the next section, I include a few exam¬ 
ples of game-story hybrids that are familiar to us. 


46 


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The Riddle as a Game and in Literature 


In order to make logic problems more fun to solve, 
many of them are not expressed in mathematical symbols, but 
camouflaged as stories. The following well-known example 
illustrates in a simplistic way how the information which is 
needed to solve a logical problem can be presented within 
the framework of a scene or story. 

A man was looking at a portrait. Someone asked him, 
"Whose picture are you looking at?" He replied: 
"Brothers and sisters have I none, but this man's 
father is my father's son." Whose picture was the 
man looking at?3 

This is a very simple example of a logic riddle, but in some 
the surrounding fantasy elements attain the length and com¬ 
plexity of short stories. Logical relationships, processes, 
and dynamics are represented in descriptions of human rela¬ 
tionships, social interactions, and events. Especially in 
the longer stories, the situations seem to be chosen not 
only because they express the logical relationships so well, 
but because we can interpret them as moral or aesthetic 
problems. This places them within a context that can be 
more than just puzzle-solving; solving them becomes person¬ 
ally meaningful and important. Often the stories are imita¬ 
tions of literary genres or characters that are already fam¬ 
iliar to the reader. A story might have the same structure 
and motifs of a fairy tale, for example, or be built around 
a quest for treasure or wisdom, or involve beloved fictional 
characters like Dracula or Sherlock Holmes. 


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48 


One of the most common devices is to disguise the 
logic problems as mysteries. George Summers introduces his 
book, New Puzzles in Logical Deductions, in the following 
fashion: 

The puzzles in this book have been composed to 
resemble short "whodone it" mysteries. Each puzzle 
contains a number of clues, and it is up to the 
reader, or "detective," to determine from these 
clues which of various solutions is correct. ... In 
some of the puzzles an actual criminal must be 
sought, but the greater part of them concern more- 
or-less innocent people. ...** 

In most of the stories the reader can identify with charac¬ 
ters' wishes or needs. Since their goals make sense to us, 
there is a reason, a motivation for solving the problems, 
i.e. we fulfill our own needs vicariously by fulfilling the 
characters' needs. Often the problems are couched in a prim¬ 
itive psychology of reward and punishment: if the heroes 
answer the questions correctly they win something valuable, 
and if not, they die. There are stories about kings and 
princesses, fictional characters like Alice in Wonderland, 
Sherlock Holmes, Tweedledum and Tweedlsdee, logic anecdotes 
about real people (von Neumann and Einstein are two favor¬ 
ites) , and complicated stories about beings who can possess 
either one set of characteristics or a completely different 
set and must somehow be differentiated. Werewolves, zombies 
and the insane are common characters for logical stories of 
this nature. The next example consists of two excerpts from 
"Is Dracula Still Alive," and have been chosen to show the 


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two main poles of presentation in logic problem stories. In 
the first part, the information aspect is emphasized, in the 
second the artistic or fantasy element. The narrator of the 
story wants to find out whether Count Dracula is still 
alive, in which case he wants to meet him, or if he has been 
destroyed to see his actual remains. 


Part 1: 

At the time I was in Transylvania, about half the 
inhabitants were human and half were vampires. The 
humans and vampires are indistinguishable in their 
outward appearance, but the humans (at least in 
Transylvania) always tell the truth and the vampires 
always lie. What enormously complicates the situa¬ 
tion is that half the inhabitants of Transylvania 
are totally insane and completely deluded in their 
beliefs—all true propositions they believe to be 
false and all false propositions they believe to be 
true. The other half are completely sane and know 
which propositions are true and which ones 
false.... 5 


In this part of the story, the author is concerned 
with conveying information, not with embellishing the artis 
tic or fantasy effects. The tale continues, and the inten¬ 
tions of the author shift from presenting the logic problem 
to telling an interesting story. Supposedly, after talking 
with inhabitants and several unsettling experiences, the 
narrator finds his way to Dracula's Castle and finds that 
the Count is indeed alive and has "requested" an audience 
with his guest. 


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Part 2: 


"Are you aware that I always give my victims some 
chance of escape?" No," I honestly replied, "I was 
not aware of this." "Oh, indeed," replied Dracula, 

"I would not think of depriving myself of this great 
pleasure." Somehow or other, I did not quite like 
the tone of voice in which he said this:: it savored 
of the supercilious. "You see," continued Dracula, 
"I ask my victim a riddle. If he correctly guesses 
the answer within a quarter of an hour, I set him 
free. If he fails to guess, or if he guesses 
falsely, I strike, and he becomes a vampire for¬ 
ever 


In summary, the authors of logic problems make use 
of literary devices to breath life and interest into their 
games. They disguise the problems as little stories and 
induce the reader to believe there is a reason for solving 
the problems other than to simply solve logic problems. 

Riddles appear to be one of the oldest types of 
literature.7 Andre Jolles classifies them among his nine 
"simple forms" of literature and describes them as an exami¬ 
nation or a competition between questioner and answerer.8 
Many folktales contain or are constructed around riddles; 
there are several riddle-tales in Grimm's collection. 9 in 
folktales such as "The Devil with the three Golden Hairs" 
the riddle takes the form of difficult questions to which 
the hero must find the answers. Often the enemy is tricked 
out of knowledge. There are several "riddles" like this in 
the Old Testament, such as when the Queen of Sheeba tests 
Solomon's wisdom by asking him to distinguish between real 
flowers and the exquisite imitation flowers she has had 
made, and he opens a window to let a bee into the room. In 


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51 


other stories, though, a true riddle serves as a test of the 
hero or heroine. In the story of Turandot in the collection 
”1001 Nights,” for example, Prince Kalaf wins the hand of 
the princess when he can solve the riddle she poses him.^ 
Huizinga, who traces the history of competitions in 
knowledge, focuses especially on the sacred function of the 
poetic riddle.I 2 He views the riddle as a "ritual element 
the highest importance," as a literary form, and yet "essen¬ 
tially a game,"^ a view shared by Richard Beitl. - * 1 * The 
spirit of competition in wisdom or knowledge expressed in 
the literary motif of the capitol riddle, in which the 
player's life is at stake, is present in Hindu tales (for 
example, the story of King Yanaka holding a theological 
riddle-solving contest among the Brahmins with a cow for a 
prize) , in Greek literature, (the riddle posed by the 
Sphinx, for example), as well as in the German tradition of 
the Halsraetsel.15 Huizinga believes that mystic and eso¬ 
teric philosophy are outgrowths of these "games,”16 anc [ that 
one of the literary derivitives of the riddle is the philo¬ 
sophical or theological interrogative discourse.1? 

Words as Games 

One of the first possible hybrids of literature and 
games to come to mind are word games. Many types of games 
besides crossword puzzles use words as their building 
material -- anagrams, antigrams, palindromes, chain verses, 
saws, word surgeries, pangrammatics, transpositions, letter 


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52 


patterns, geometric forms, numerical logology, which Howard 
Bergerson refers to collectively as "literary chess."18 
Studying literature promotes or is partly based on a fasci¬ 
nation with language and words. For most people a passion 
with words is actually a love of the ideas that find their 
expression in language. Not so, however, with the true 
logophile. They love words not for the meanings they 
express, but for the words themselves: for their structure 
or sound or for the games that can be played with them. For 
logophiles, words are beautiful in and of themselves and are 
objects of art, to be "examined and evaluated, admired or 
criticized, accepted or rejected."19 Willard Espy expresses 
this unusual relationship like this: "...I do not treat them 
(words) as equals, but as pets, to be striked or kicked 
according to their desert and my whim."20 Borgmann consid¬ 
ers words to be "objects of beauty in the world of 
language."21 For both, words like "subbookkeeper," 
"stressed," and "triennially" are "shining paragons of the 
loveliness of language."22 

Games in Literature 

Although language is the artistic medium for both 
recreational linguistics and literature, language is used in 
literature as a means of artistic expression; in recrea¬ 
tional linguistics it is not. It is not surprising, however, 
that many poets are logophiles, and that their literature is 
in great part and expression of their loveplay with words. 


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53 

In Play in Poetry ,23 Louis Untermeyer has collected 
various poetic expressions of a playful impulse with words. 

One of his main points is that playfulness and seriousness 
are not exclusive, a belief held even more strongly by Huiz¬ 
inga, who states: "Play is a thing by itself. The play- 
concept as such is of a higher order than is seriousness. 

For seriousness seeks to exclude play, whereas play can very 
well include seriousness."24 Even as ernest an artist as 
Goethe paradoxically characterized his tragedy Faust as 
"these very serious jokes" ("diese sehr ernsten Scherze")25 
and believed that true art is based on an inner connection 
between seriousness and play ("Nur aus innig verbundenem 
Ernst und Spiel kann wahre Kunst entspringen.")26 

To support the thesis that word games can be used 
seriously, many of Untermeyer's illustrations of the games 
to be found in literature are taken from very serious poe¬ 
try. In a section on the games in religious poetry, for 
example, I found a poem by John Donne that I recognized as a 
song of meditation used in some protestant churches today: 

Batter my heart, three-personed God; for you 
As yet but knock, breathe, shine, and seek to mend. 

That I may rise and stand, o'erthrow me and bend 
Your force, to break, blow, burn, and make me new. 27 

The entire poem is a series of strange, witty paradoxes 
which culminates in the idea of the speaker begging God to 
rape him as a means of purification and unification with 


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54 


God: 


Yet dearly I love you, and would be loved fain, 

But am betrothed unto your enemy: 

Divorce me, untie, or break that knot again, 

Take me to you, imprison me, for I 
Except you enthral me, never shall be free, 

Nor ever chaste, except you ravish me.28 

Untermeyer gives other examples of word games in serious 
poems: puns, anagrams, acrostics, and poems in which the 
first letter of each succeeding final rhyming word is 
dropped. He believes the spirit of play to be especially 
strong in Emily Dickenson's poetry, where "the mingling of 
rapture and irreverence ... makes death a plaything and God 
a playfellow. 29 Here is one of her most curious playful- 
religious poems: 

Papa above! 

Regard a Mouse 
O'er powered by the Cat ; 

Reserve within thy Kingdom 
A "mansion” for the Rat! 


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55 


Snug in seraphic Cupboards 
To nibble all the day, 

While unsuspecting Cycles 
Wheel solemnly away! 30 

And a lighthearted poem about death, 

Because I could not stop for Death, 

He kindly stopped for me; 

The carriage held but just ourselves 
And Immortality ...31 

in which "Death becomes a genteel suitor ... a stiffish New 
England gentleman taking his lady for an afternoon drive 
into the country."32 

Eugen Gomringer is a modern poet/logophile who 
emphasizes the game aspects of his poetry. He describes new 
poetry as: 


... object of thought in a play of ideas... it 
will serve man through its objective play elements, 
as the poet will serve man through his special knack 
for just this kind of play: for the poet is an 
expert in the principles of play & language, the 
inventor of their future formulations.33 


and then playfully defines it and un-defines it in a poem: 


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words are shadows 


shadows become words 

Ur- 

words are games 
games become words 

are shadows words 
do words become games 

are games words 
do words become shadows 

are words shadows 
do games become words 

are words games 
do shadows become wordsS 1 * 

Gomringer makes use of palindromes, anagrams, permutations, 
and other word games. The following poem is one of his 
well-known ideograms: 


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silence 

silence 

silence 

silence 

silence 

silence 

silence 


silence 

silence 

silence 

silence 

silence 

silence 

silence 35 


Hypothesizing that poetic devices all grow out of 
the poet's playfulness with words, thoughts, and language, 
Untermeyer talks of metaphor as 


a game in which the wit of the writer and the wit of 
the reader are matched. ...It is an intellectual 
game, this saying one thing and meaning another, a 
verbal sportiveness; the poet points the way, and 
the reader's mind romps along.36 


Huizinga agrees: "Behind every abstract expression there lie 
the boldest of metaphors, and every metaphor is a play upon 
words. Thus in giving expression to life man creates a 
second, poetic world alongside the world of nature."37 
Untermeyer also views rhyme as a way of having fun with 
words and playing with rules: 


Rhyme itself is a form of play; it is something 
between a metaphor and a pun. Like a metaphor it 
plays with the relation that has both a similarity 
and a difference; like a pun it plays with a word 
not as a word but as a sound. Like both the meta¬ 
phor and the pun, it charms the hearer with the dual 
pleasure of anticipation and fulfillment, suspense 
and surprise. ... Children enter this game and 
understand its rules before they leave the nur¬ 
sery . 38 


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Literature as a Game 


There are so many ways of playing with words and 
putting games into a literary text, that it is difficult to 
distinguish the principle of "games in literature" from 
"literature as a game." However, just such a definition is 
necessary, I believe, in order to deal with as unusual a 
genre as "computer story-games." I propose the following 
general differentiation with the understanding, of course, 
that "games in literature" and "literature as a game" is a 
continuum, with Adventure on the far end of the "literature 
as a game" spectrum. The object of the work is the deter¬ 
mining factor: If the main goal is for the reader to deci¬ 
pher some veiled meaning or to figure out the answer to a 
question or puzzle posed by the work, it's basic character 
is game-like. Frank Stockton's "The Lady or the Tiger,"39 
mystery/detective literature and some aspects of hermetic 
and Baroque poetry can, I believe, be viewed as games. One 
the other hand, if a puzzle posed in the work is also 
answered in the work so that the reader is not responsible 
for the solution, it is not a game. There might be clever, 
playful literary devices in them that can be considered as 
little games, but these are used to enhance the meaning or 
beauty. It is then the depiction or representation of some 
meaning or aesthetic experience that is the main object. 

Another way of differentiating "games in literature" 
from "literature as a game" is to determine who it is who 
plays the games, the reader or the author. In hermetic 


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poetry, for example, the poet plays with secret messages, 
knowing all the while what his ciphers mean (at least, one 
would assume the poet knows what (s)he is writing about). 

The reader, however, does not know what they mean and must 
try to figure them out. In a poem like Donne’s "The Flea," 
on the other hand, the author poses a puzzle, plays with it, 
and explains it to the reader. 


The Flea 

Mark but this flea, and mark in this, 

How little that which thou deniest me is; 

Me it sucks first, and now sucks thee, 

And in this flea our two bloods mingled be; 
Confess it, this cannot be said 
A sin, or shame, or loss of maidenhead; 

Yet this enjoys before it woo, 

And pampered swells with one blood made of two; 
And this, alas, is more than we would do.^° 


There are, then, examples of traditional literary 
works whose basic character is that of a game. Adventure is 
a literary game with an added dimension made possible by the 
computer: interactive participation by the reader. 


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60 


Play 

In Homo Ludens , Huizinga has made a strong ease for 
the idea that the play instinct is one of the main bases of 
culture.The most basic connection between games and 
literature is the element of play, from which both derive: 
literature and games are both forms of playing. A competi¬ 
tive computer game is quite obviously play, and the elements 
of play in poetry and literature are also clear. As Huiz¬ 
inga states: 

Play, we found, was so innate in poetry, and every 
form of poetic utterance so intimately bound up with 
the structure of play that the bond between them was 
seen to be indissoluble.^2 

Although there are other hybrids of literature and 
games, I believe that interactive computer story-games are 
the most closely bonded combination of these two functions 
that have yet developed. The narrated setting and the 
reader's interaction with the setting are the representation 
and imitation of an imaginary world. At the same time, the 
reader competes with the author of the work, and in Adven¬ 
ture , for ranking, i.e. against a scale based on accomplish¬ 
ments of other player-readers. Adventure, then, is the 
fusion of the principles of competition, rules with make- 
believe, of winning or losing with reading. 

In Man , Play , and Games, Roger Caillois postulates 
that theater is the most basic connection between ludic 
behavior — which he defines as calculation, contrivance, 


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61 


and subordination to rules (i.e. game-playing)—and mimicry 
or make-believe, the area to which literature belongs: 


Ludus is also readily compatible with mimicry. ... 
it is the theater which provides the basic connec¬ 
tion between the two, by disciplining m^aicry until 
it becomes an art rich in a thousand diverse rou¬ 
tines, refined techniques, and subtly complex 
resources.^3 


In theater, the mimetic, aesthetic qualities take precedence 
over the "rules" aspects. Because computer games are in 
their infancy, this emphasis is reversed in interactive fic¬ 
tion. This does not preclude a maturation toward the 
aesthetic, however. As Huizinga writes: 


As a culture proceeds, either progressing or 
regressing, the original relationship ... does not 
remain static. As a rule the play-element gradually 
recedes into the background, being absorbed for the 
most part in the sacred sphere. The remainder crys¬ 
tallizes as knowledge: folklore, poetry, philosophy, 
or in the various forms of judicial and social life. 
The original play-element is then almost completely 
hidden behind cultural phenomena. But at any 
moment, even in a highly developed civilization, the 
play-* instinct' may reassert itself in full force, 
drowning the individual and the mass in the intoxi¬ 
cation of a immense game. 2221 


For many people, the computer is just a big, expen¬ 
sive toy. In "fooling around" with it, new forms and re¬ 
combinations of play, games, and art are being created. 
Adventure makes a game out of reading, imagining scenes and 
events, and make-believe. 


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62 


FOOTNOTES: GAMES AND LITERATURE 


1. Elliot Skinner, ed., Peoples and Cultures of 
Africa : An Anthropological Reader (Garden City, New York: 
American Museum of Natural History Press, 1973), from the 
Introduction to the chapter "African Aesthetics and Recrea¬ 
tions," p. 507; in the same volume see: J.H. Kwabena Nketia, 
"African Music," pp. 598. 

2. Johan Huizinga, Homo Ludens : A Study of the 
Play-Element in Culture (Boston: Beacon Press, 1955) , p. 
1W7 

3. Raymond Smullyan, What is the Name of This Book: 
The Riddle of Dracula and Other LogicaTTuzzles' ^'Englewood 
Cliffs, New Jersey: Prentice-Hall, Inc., 1978), p. 7. 

4. George Summers, New Puzzles in Logical Deduc- 
tions (New York: Dover Publications, 196137, p. 1. 

5. Smullyan, What is the Name of This Book , p. 158. 

6. Smullyan, What is the Name of This Book , p. 167. 

7- SachwOrterbuch der Literatur , ed. Gero von Wil- 
pert (Stuttgart: Alfred Kroner Verlag, 1961), p. 488. 

8. Andre Jolles, Einfache Formen (TGbingen: Max 
Niemeyer Verlag, 1956), pp. 126-149, 134-135. 

9. See, for example, "Das Hi rtenbCtblein," (Nr. 

152), "Das Ratsel," (Nr. 22) and "Die kluge Bauerntochter," 
(Nr. 94) in: Jacob Grimm and Wilhelm Grimm, Kinder- und 
Hausmarchen (Munich: Winkler Verlag, 1819. 

10. "Der Teufel mit den drei goldenen Haaren," (Nr. 
29), Brader Grimm, Kinder - und Hausmarchen , pp. 156-162. 

11. "Turandot," in: 1001 Nights . 

12. See Huizinga's chapter entitled "Play and con¬ 
test as civilizing functions," in Homo Ludens , pp. 46-75; 
also pp. 133-5. 

13- Huizinga, Homo Ludens , pp. 110-111. 

14. WOrterbuch der Deutschen Volkskunde , ed. 

Richard Beitl (Stuttgart: Alfred Kroner Verlag, 1955), p. 

626. 


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63 


15. Huizinga, Homo Ludens , pp. 105-118. For a 
typological and literary-historical overview of riddles, 
see: Mathilde Hain, Ratsel (Stuttgart: J.B. Metzlersche Ver- 
lagsbuchhandlung, 1966). 


16. 

17. 

18. 

York: Dover 


Huizinga, Homo Ludens , pp. 107 and 110. 
Huizinga, Homo Ludens , p. 112. 

Howard Bergerson, Palindromes and Anagrams (New 
Publications, 1973). p. 2. 


19- Dmitri A. Borgmann, Language on Vacation : An 
Oli o of Orthographical Oddities (New York: Charles 
Scribner's Sons, 1965), p. T. 


20. Williard Espy The Game of Words (New York: 
Bramhall House), p. 14. 


21. Borgman, Language on Vacation , p. 3. 

22. Borgman, Language on Vacation , p. 3. 

23- Louis Untermeyer, Play in Poetry (New York: 
Harcourt, Brace and Co., 1938), p. 51. 

24. Huizinga, Homo Ludens , p. 45. 

25. Johann Wolfgang von Goethe, Goethes Werke, 
hrsg. im Auftrag der Grossherzogin Sophie von Sachsen, Vol. 
49 (Weimar: H. Bohlau Verlag, 1887-191 9), p. 149. 

26. Goethe, Goethes Werke , Vol. 47, p. 205. 

27* John Donne, The Complete Englis h Poems, ed. 
A.J. Smith (New York: St. Martin r s Pre'ss, "i97T)'7""p.~*314. 

28. Donne, The Complete English Poems , pp. 314-315. 

29. Untermeyer, Play in Poetry , p. 51. 

30. Emily Dickinson, The Complete Poems , ed. Thomas 
H. Johnson (London: Faber and Faber"j 1970), p. 32. 

31. Dickinson, The Complete Poems , p. 350. 

32. Untermeyer, Play in Poetry , p. 49. 

33. Eugen Gomringer, The Book of Hours and Constel¬ 
lations : Being Poems of Eugen Gomringer Presented by Jerome 
PothenSerg" ! ecf. and trans. Jerome Rothenberg (New "York, 
Villefranche-sur-mer, Frankfurt am Main: Something Else 
Press , Inc.) , n. pag . 


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64 


34. Gomringer, The Book of Hours and Constella- 
tions , n. pag. 

35. Gomringer, The Book of Hours and Constella¬ 
tions, n. pag. 

36. Untermeyer, Play in Poetry , pp. 4-5. 

37. Huizinga, Homo Ludens , p. 4. 

38. Untermeyer, Play in Poetry , p. 56. 

39. Frank Stockton, "The Lady or the Tiger,” in: 

The Best Short Stories of Frank . £. Stockton (New York: 
Charles Scribner's Sons, n .d .). 

40. John Donne, The Complete English Poems, pp. 

58-59. 

41. Huizinga, Homo Ludens , throughout the book, but 
summarized p. 5. 

42. Huizinga, Homo Ludens , p. 158. 

43. Roger Callois, Man , Play , and Games , (New York: 
The Free Press of Glencoe, Inc., 1961), pp. 30-31. 

44. Huizinga, Homo Ludens, pp. 46-47. 


\ 


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Adventure , FIRST WORK OF A 


LITERARY MODE IN ITS INFANCY 


Adventure can provide its readers the fascinating 
experience of interacting on a simple level with a written 
text and actually having an influence on the construction of 
the story they are reading. The story itself, however, is 
of low "literary” value. One might ask whether interactive 
fiction will be yet another form of formula or trivial 
literature or mind-deadening, commercially oriented enter¬ 
tainment as T.V. has turned out to be. In what follows, I 
hope to show that the low "literary" quality of Adventure is 
a function of the immaturity of its artistic medium, not of 
any intrinsic technical/aesthetic limitation of the computer 
as a literary medium. 

In general, literary criticism has as its object 
"belle lettres," i.e. works belonging to a canon of recog¬ 
nized literary works. This canon is constantly changing, 
and the criteria for what constitutes "good literature" are 
fluid and not easily defined. The study of popular litera¬ 
ture deals with the theoretical questions about the "other" 
kinds of literature, which, in addition to formula or 
trivial literature, have variously been called folk-, minor¬ 
ity, minor, para- or sub-literature, middle-brow literature, 
and the literature of Low Culture. The following are some 
of the issues on which the criticism of popular literature 
focuses that are relevant in the discussion of interactive 

65 


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fiction and Adventure : the role of the media, especially the 
mass media, on artistic production; the role of a mass vs. 
an elite audience; the results of the commercial aspects on 
artistic production; the difference (if any) between art and 
entertainment; and the related question of the criteria for 
distinguishing between low literature and high literature. 

I will be drawing on this body of study to support my con¬ 
tention that interactive fiction is not by nature low 
literature, but merely immature. To illustrate this, I will 
compare the first major work of interactive fiction, Adven¬ 
ture , to the most popular Prose Novel of Chivalry and Adven¬ 
ture, Amadis of Gaul , 1 and then contrast them very briefly 
with television serials. I will make the case that although 
all three forms share similar narrative structures and 
resulting deficiencies, television is a medium whose commer¬ 
cial limitations are the cause of its low literary quali¬ 
ties, while the media of printed stories and interactive 
fiction are not inherently limited. 

The Prose Novels of Chivalry and Adventure were 
prose-versions of medieval knightly verse epics. In their 
manuscript form those epics had been recited to and read by 
the nobility and the literate upper class. The early 
printed prose-versions were still meant for the same edu¬ 
cated audiences. However, since the middle of the sixteenth 
century they could be mass produced and were intended for an 
audience which primarily included people from the lower 
classes. The prose Romances of Chivalry and Adventure 


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became the first truly popular form of printed literature 
and seem to have appealed to people of all classes and lev¬ 
els of education. Commentaries from the time are very simi¬ 
lar to those made today about the seeming addictiveness of 
computers and computer games. Compare Irving Leonard's com¬ 
ments on the Romances of Chivalry and Adventure to Walt 
Bilofsky’s comments on Adventure; 


"These tremendously popular works of fiction ... 
stimulated the emotions and won the passionate devo¬ 
tion of all literate classes of Spain, from the 
great Emperor Charles V himself to the, lowliest 
clerk in his service. ... The pages of this chival- 
ric fiction were thumbed with an enthusiasm amount¬ 
ing to a passion, and their fascination spurred the 
illiterate to master quickly the art of reading. 

... The aristocracy of every shade and degree, 
including its womenkind, and even the clergy, 
devoted much of their ample leisure to this divert¬ 
ing pastime."^ 

"Has anyone managed to stay involved in personal 
computing for more than a short time without getting 
trapped into the game of Adventure? (If some of you 
haven’t, cancel all your appointments for a couple 
weeks and order up a copy.) Adventure has captured 
the imagination of both computing amateurs and pro¬ 
fessionals alike, and has inspired imitation like 
nothing since the invention of programming 


Adventure and the prose Romances of Chivalry and 
Adventure are based on a story structure of more or less 
independent units which are strung together and can be 
expanded infinitely. This simple narrative pattern allows 
an unlimited number of sequels to be added later and permits 
multiple authorship — both Adventure and the Romances of 
Chivalry and Adventure can be considered group efforts. 

Amadis of Gaul, first printed in 1508, was written 


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down by Garcia Rodriguez de Montalvo and based on an orally 

transmitted chivalric romance cycle dating back to at least 
4 

1350. Montalvo conceived the original A madis book as a 
means of earning money. Because of its popularity and com¬ 
mercial success, at least five other authors wrote sequels 
to it over a period of half a century. Taken together in 
its entirety, it is the story of "the adventures of Amadis, 
his family and friends, and their children through several 
generations."^ It is a tale that need never have ended, for 
it is simply an accretion of one stirring experience after 
another. Each adventure is complete, a story in itself, as 
the following chapter headings indicate: 

Chapter XVII. How Amadis was very well liked in the 
court of King Lisuarte, and fi the news he learned con¬ 
cerning his brother Galaor. 


Chapter XVIII. How Amadis fought with Angriote and 
with his brother and overcame them, who were guard¬ 
ing a pass into a valley at which they were main¬ 
taining by force of arms that no one had a more 
beautiful ladylove than Angriote had.' 

The adventures do not have to be connected through any needs 
of plot; there is no buildup or culmination of action. As 
O'Conner observes: 


"That a book should have a unifying idea and that 
the various episodes should be relevant to it in 
some way are considerations that, while not totally 
alien, are scarcely native to Amadis or its genre. 
The division into chapters and books has no con¬ 
sistent structural significance."® 


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The only connection between the basic plot units, the 
chapters, is spatial-temporal, i.e. something happens to the 
hero in one place, then he moves on, and the next event 
occurs. There is no internal connection, and the order in 
which the adventures take place does not matter. Amadis of 
Gaul is "long and rambling —words of praise by some 
sixteenth-century standards, and the effect of the whole 
is definitely less than the sum of its parts. The structure 
was uncomplicated and made few demands on the authors' abil¬ 
ities. The looseness of structure also proved to have other 
advantages besides narrative simplicity. If a volume about 
Amadis was popular enough to be a commercial success, it 
was very easy to add new books to the cycle. O'Conner 
believes that its length was a sign of its influence: 

"In general, the longer a chivalric prose narrative, 
the better and more influential it was. This kind of 
tale was written in such a way that, if popular 
response warranted, succeeding books could easily be 
added. Hence the number of volumes a romance 
finally attained is an approximate gauge of its 
popularity." 1 u 

Some of the same things hold true with Adventure . It, too, 
has a very loose structure and events in the story are con¬ 
nected successively through space and time, not by any 
overall organizing meaning or point toward which all actions 
lead. The events are more or less independent of each 
other. Their sequence can be changed without affecting the 
story because the order in which they occur is unimportant 
to the plot. As in Amadis, the only connection between 


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experiences in Adventure is spatial and temporal: the reader 


wanders from one chamber in the cave to the next and either 
finds something of importance or something happens to him or 
her. There is only one type of internal structural connec¬ 
tion between story units in Adventure : there may be some 
object in one location that is needed to overcome an obsta¬ 
cle in another. However, this is an easy device for the 
writers to control. Also, there is a positive aspect to the 
lack of a fixed sequence; it enables the reader to wander at 
will through the cave in any direction (s)he chooses. 

Like the Amadis cycle, Adventure was written by 
several authors and is simply an accumulation of sub-tales. 
It, too, is easily expanded. One just adds another subrou¬ 
tine to the program, i.e. adds another adventure to the 
story. 

Chivalric Romances have been considered "vast, 
almost unreadable jumble(s) of episodes that stand as a fit¬ 
ting monument to sixteenth-century taste for the fantas- 
1 1 

tic," and in both them and in Adventure , quantity replaces 
quality; profuseness is a substitute for depth. In Amadis, 
the entangledness (which, by the way, was regarded in the 
Renaissance as a very positive quality in a long narra¬ 
tive) 12 is achieved through a veritable multitude of heroes. 
One hero’s story is described for no more than two or three 
chapters at a time before the narrative switches to two or 
three chapters of another hero's adventures for variety. 
Complicatedness in Adventure is achieved through the 


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difficulty of remembering the layout of the cave and through 

the intricacies of the puzzles and brain-teasers the reader 

encounters. In The Second Self : Computers and the Human 

Spirit , '3 Sherry Turkle notes the worship in the computer 

sub- culture of the fantastic, the bizarre, the complex or 

the intricate. This applies not only to a style of program- 

1 il 

ming, but to tastes in literature (sci-fi and fantasy) and 
music (Baroque). Adventure 1 s entangledness and complexity 
is considered by this group to be an asset. 

The prose Romances of Chivalry and Adventure and 
Adventure are kindred spirits. They express a delight in 
childlike fantasies of overcoming all difficulties, vanqu¬ 
ishing all foes, and being rewarded with treasure and suc¬ 
cess in the process. The hero leaves on a quest, a journey 
in search of adventure and reward. The hero and characters 
in the stories are basically cardboard figures and have no 
internal conflicts and can be said to have no psychology at 
all. The important thing in Adventure and the Prose 
Romances of Chivalry and Adventure is that something 
interesting is always happening, not the characters' per¬ 
sonal growth or the reasoning behind their actions. In this 
respect both forms of narratives differ from maturation 
processes depicted in fairy tales, for example. This is the 
type of literature that appeals to the adolescent in us. 

In Parameters of Popular Culture ,^^ Marshall 
Fishwick describes the most commonly held view of Popular 
Literature, i.e. that it is trivial, ephemeral, and shallow 


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72 


in nature. He writes that popular literature and culture is: 
"designed for mass consumption and the. taste of the major¬ 
ity. Entertainment is the key, and money is the spur. The 
word 'mass,' linked to media like television, radio, film, 
and records, is often carried over to the audience. The 
tacit assumption is that popular (or mass) culture reflects 
the values and aspirations of Everyman." 1 In this view, 
Popular Culture is rooted in folk culture as opposed to high 
or elite culture, which is produced by artists whose eso¬ 
teric, artistically elaborate works cannot, by definition, 
have wide popular appeal. Unlike popular works meant for 
mass consumption, a high-culture work is "private," i.e. it 
is not meant for mass consumption but rather the product of 
an individual vision and, as Stuart Hall and Paddy Whannel 
put it, "bears the stamp of an original imagination; its 
power depends upon its capacity to force us ’out of our¬ 
selves’ to attend to the range and quality of someone else's 
mind." 1 ® According to this view, Popular Literature lacks 
these qualities. 

One eloquent critic of this type of analysis is 
Leslie Fiedler. He calls the separation of "song and story 
in High Literature and Low" an "unfortunate distinction." 1 ^ 
His irreverant name for High Literature is "compulsory 
literature" since it is most often read because of having 
been assigned in an English class in school, and refers to 
Popular Literature as "optional literature" because it is 
meant to be read strictly for enjoyment. He, then, is not 


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of the opinion that "entertainment" is in any sense a 
pejorative term or that it is a negative quality in a 
literary work, nor does he believe that art is somehow dif¬ 
ferent from entertainment. In his discussion of optional 
and compulsory literature he writes: 


"It is an odd enough notion ... to "teach," say, 
the plays of Shakespeare or the novels of Dickens 
and Twain, works written to move and citillate the 
free mass audience: to require, in effect a pleasur¬ 
able response from a captive student audience. ... 
But it is even stranger to insist that while it is 
proper, indeed incumbent on us, to find such pleas¬ 
ure in Shakespeare, Dickens or Twain, it is shameful 
or regressive to respond similarly to Zane Grey, 
Edgar Rice Burroughs or Margaret Mitchell; and 
strangest of all to work out critical "stands" for 
explaining why." 20 


In a chapter entitled "Literature and Lucre," 21 Fiedler 
examines the connection between money and literature and 
disagrees with the assumption that Popular Literature is 
commercial in nature while High Literature is not. Far from 
condemning writers whose main motivation for writing is 
money, he believes that the literary work "remains incom¬ 
plete until it has passed from the desk to the marketplace; 
which is to say, until it has been packaged, huckstered, 
hyped and sold." 22 He points out that among recognized High 
Culture artists who were "shamelessly involved in the mark¬ 
etplace" 2 -^ are Shakespeare, Richardson, Balzac, Dickens, 
Twain, Fitzgerald, Faulkner, Hemingway, and Bellow. 

Fiedler believes that the literary appeal and the 
popularity of a work are based on what he terms "mythopoeic 


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power,which can be independent of formal excellence. 

This approach to Popular Literature is closer to that of 
Abraham Kaplan’s, which is described in a now famous arti¬ 
cle, "The Aesthetics of the Popular Arts.”^ Kaplan dif¬ 
ferentiates Popular Art from bad art, folk art, or minor 
art. He considers the Rubaiyat and The Hound of the Basker- 
villes , for example, to be good minor art works and defines 
folk art as popular in the sense of being produced 
"anonymously, without self-consciousness, and not in an 
explicitly aesthetic context. 

Kaplan approaches Popular Art as a particular type 
of aesthetic experience: "popular art is not the degradation 
of taste but its immaturity."^7 in his view, the form of 
Popular Literature is immature because it is formless and 
easy. Popular Literature is based on stereotypes, which 
"present us with the blueprint of a form, rather than the 
form itself. ... It is not simplification but schematization 
that is achieved."^® He feels Popular Literature lacks a 
second type of form: "Form is a displacement onto the object 
of the structure of our experience of the object; it is this 
experience that is the primary locus of aesthetic qual¬ 
ity. "^9 Another way of saying this is that Popular Art is 
pre-d igested. 

"Popular art provides no purchase for any signi¬ 
ficant effort to make it out. ... Our interest is 
focused on outcomes (as in the well-named "who¬ 
dunit"), but not on the unfolding of events. ... so 
long as we only want to know how it all comes out, 


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it comes out just as it does with no effort on our 
part, and we have only traced a shape rather than 
experienced a form. ... Direct experience is 
replaced by second hand apprehension, and all we 
know about the object is as superficial as its hold 
on us. u:5U 

According to Kaplan, not only is Popular Literature pre¬ 
digested for its readers, its readers cannot tolerate ambi¬ 
guity: "We shrink from doing that much work—the work, that 
is, of creative interpretation. ... Popular art is a device 
for remaining in the same old world and assuring ourselves 
that we like it, because we are afraid to change it."^ 
Finally, Kaplan says, "Popular art wallows in emotion while 
art transcends it, giving us understanding and thereby 
mastery of our feelings."32 it is not aesthetic, but 
anaesthetic. 

Amadis of C-aul and Adventure are both forms that fit 
into the category of Popular Literature and resemble popular 
television serials or soap operas in several respects. All 

were made possible because of progress made in technology. 

/ 

All three share the same simplistic narrative form which 
neglects ideas and aesthetic development in favor of action 
and intricacies of plot. They are based on a story struc¬ 
ture of independent units that can be strung together infin¬ 
itely and which exclude something we consider necessary for 
a literary work to be considered good: a unifying idea that 
establishes existential relevance for the audience. The 
sequence of the story units that are independent of some 
greater whole is basically irrelevant, and they allow 


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unlimited additions and sequels; since they do not serve any 
unifying artistic vision, they do not have to be written 
under the guidance of one particular individual vision and 
permit multiple authorship. In the case of the Novels of 
Chivalry and Adventure the causes of these defects did not 
prove to be insurmountable: the Novels of Chivalry and 
Adventure were the literary predecessors of our great 
novelistic tradition (such as Don Quixote and Simplicis- 
simus ). On the other hand, different causes of the same 
defects in television have prevented television serials, for 
example, from developing as an artistic form. 

The Novels of Chivalry and Adventure were eventually 
marked by the commercial and the market demands of the 
printing press medium and a mass audience. Every accusation 
Fishwick discussed in Parameters of Popular Culture can be 
leveled, for example, at Amadis of Gaul . It was originally 
conceived as a money-making scheme, not as an artistic 
endeavor. It was intended to reach a mass audience and was 
therefore based on the unsophisticated popular folk tradi¬ 
tion, not on the written tradition, in which only works of 
great value were worthy of the work involved in producing 
manuscripts. In some sense, Montalvo was not even what we 
have come to view as a creative artist: Amadis is basically 
the translation of a popular folk tradition from the oral to 
the printed medium. The narrative strategies he used in his 
stories, as mentioned several times, are simplistic and an 
easy way of telling a story. They also contributed to his 


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stories being easily understood by the widest possible audi¬ 
ence, who didn’t have to do much of what Kaplan terms 
’’creative interpretation.”33 That his stories didn’t have 
any unifying goal is not surprising — there was no tradi¬ 
tion of this in entertainment literature. 

Although the Novels of Chivalry and Adventure suffer 
under all the ills that Fishwick ascribes to Popular Litera¬ 
ture, there was nothing inherent in the medium, however, to 
prevent the development of a High-Culture tradition in 
printed entertainment literature. Through accident (as 
appears to have been the case with Don Quixote ,which was 
written as a satire on the Novels of Chivalry and Adventure) 
and through experience and experimentation with the printed 
text, authors learned how to work with the printed medium. 
The commercial aspects of the book-writing trade did not 
limit individual creativity. Other than being able to sup¬ 
port themselves while they wrote, writers of the Novels of 
Chivalry and Adventure did not need great financial backing 
to do business. If their book did not sell well, they did 
not lose an investment. Also, as the market for books grew, 
an author had more people to sell his books to while the 
number of books he had to sell to bring a profit remained 
the same. Since the printed medium did not bring with it 
any inherent commercial limitations, it allowed the produc¬ 
tion of High Culture and Low Culture works. 

Contrast a medium without inherent limitations, such 
as the printed text, to one that, from an artistic and 


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creative point of view, seems fatally flawed. The commer¬ 
cial nature of television does prevent the development of 
individual creativity. It takes an enormous amount of money 
to produce a television program. The individual programs 
are not themselves sold to the audience, as books or films 
are, instead their costs are underwritten by sponsors. The 
sponsors, in turn, hope that viewers of the television pro¬ 
grams will be motivated by the advertisements that are 
interspersed throughout the show to buy the sponsor's pro¬ 
ducts. The emphasis therefore, is not on selling the 
literary product, per se, but on advertising some unrelated 
secondary product. Because the primary purpose of televi¬ 
sion is to sell these secondary products, all artistic con¬ 
siderations are subservient to this cause. Art and enter¬ 
tainment are not sold for themselves, but used to create 
audiences for the advertisements. Producers want to be able 
to guarantee their sponsors this audience, and they aim for 
general program loyalty, not for good individual works.35 

All of this, of course, stifles creativity. Instead 
of judging a script for its artistic merits, market studies 
are done to determine what has sold well before. This is a 
cause of the stereotyping Kaplan deplores. Due to the 
unforgiving structure of television programming, a work must 
be constructed around rigid formula — a few minutes of 
presentation interrupted at specified times by commercials, 
each program and portion of program exactly timed. Some 
authors of printed literature also faced commercially 


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determined structuring of their work, but the printed medium 
is more forgiving. Charles Dickens, for example, wrote some 
of his novels in installations for publications, so he, too, 
was faced with deadlines and breaking the story into small 
pieces. His artistic works were also partially structured 
around non-literary considerations, but he had leeway on the 
length of each installment, and if it was necessary, publi¬ 
cation could be postponed a few days. With television, the 
only way of maintaining the amount of material that must be 
presented on schedule is through multiple authorship. Ideas 
based on market studies and joint-effort, dead-line oriented 
writing do not encourage individual vision or creativity. 

The television medium is not merely immature. The commercial 
structure and barriers support the view of Popular Litera¬ 
ture described by Fishwick and make television a hostile 
environment for producing works of artistic or aesthetic 
depth. 

Ad ventur e, as the first stage in the development of 
interactive fiction, seems to fit in the category of what 
Kaplan calls "folk art" as easily as it does into his 
category of Popular Literature as immature art. It was 
written "anonymously, without self-consciousness, and not in 
an explicitly aesthetic context.The original writer 
shared his work with the computer community by declaring it 
"public domain" and making it available to private computer 
networks. The second major author gave it its general form, 
and from there it has become a community effort. There are 


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many versions, and anyone with access to the source code can 
easily create their own additions. 

Surprisingly, Adventure completely lacks the commer¬ 
cial nature which supposedly is the basis of Popular Litera¬ 
ture. It was written for fun, not for profit of any kind to 
anybody. Other works of interactive fiction have been pro¬ 
duced commercially, but there is no danger that the commer¬ 
cial aspects will exclude artistic development, as with 
television. The financial side of creating a work of 
interactive fiction is similar to that involved in writing a 
book: no great capital investment is needed. The author 
must support him- or herself and either be a programmer or 
work in conjunction with a programmer who must also be sup¬ 
ported . 

The financial side of marketing interactive fiction 
is also similar to the financial side of selling books; a 
work need not be aimed at the widest possible audience, 
since it is sold as an individual product. Because it is 
not necessary to appeal to a mass-audience, the idea of the 
"lowest common denominator" as a guiding literary principle 
is missing. If anything, one must assume that the readers 
of Adventure and other works of interactive fiction are more 
highly sophisticated and better educated than the reading 
audience in general. Unlike video arcade games, access to 
language-based computer games is more or less restricted to 
those who work in a computer-related industry or academia, 
or who own and operate a computer and the necessary 


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81 


software. 

One thing that speaks for the artistic future of 
interactive fiction is its audience's love of complexity, 
difficulty, creativity, and what Sherry Turkle has called 
"radical individuality."37 in Adventure this is expressed 
as a fascination with intricate and complicated puzzles, but 
there is nothing to hinder this fascination from extending 
to aesthetic qualities, as well. Many readers say they do 
not care about the puzzles in Adventure , but are caught up 
in the process of visualizing themselves acting in an ima¬ 
ginary world. Readers of interactive fiction do not shy 
away from ambiguity; they seek it in reading a work they 
must actively create while constantly facing the frustration 
of not knowing how this is to be done. In the section on 
Reader Response I will discuss the reader's tendency towards 
simultaneous intense emotional involvement and critical dis¬ 
tance towards his or her actions; suffice it now to say that 
interactive fiction is not of any necessity pre-digested or 
"an anaesthetic." 

Like Montalvo and the writers of the Novels of 
Chivalry and Adventure, Crowther did not write a creative 
story, per se. Adventure , too, is basically an extension of 
its original medium into a new medium. Amadis is the trans¬ 
lation of an oral tradition into a printed work, and Adven¬ 
ture is the translation of the structures of a computer 
model of a cave into story form. Its narrative form is both 
a reflection of the structure of a computer program and a 


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82 


simple technique of story-telling that is easy to master. 

There is nothing to prevent the development of 
interactive fiction from artistically immature works to 
works of High Culture. Adventure is of low literary quality 
first because its authors were programmers who neither 
intended to write a literary work nor were skilled in the 
use of narrative, and second because the literary aspects of 
the technical medium have not yet been explored. At the 
time of this writing, at least two promising works of 
interactive fiction are being written by successful authors 
in the Popular Literature tradition, Michael Crighton ( The 
Andromeda Strain )^ and Douglas Adams ( The Hitchhiker * s 
Guide to the Galaxy ^ and The Restaurant at the End of the 
Universe ) I believe that writers will first ''practice" 

with interactive fiction by writing stories that are basi¬ 
cally similar to the fixed-text printed tradition. With 
technical development of the computer medium and the growing 
experience of writing interactive fiction, I think a com¬ 
pletely new type of story will someday emerge. 

One difficulty I do foresee and view as inherent to 
the interactive computer medium will be creating non¬ 
stereotype, subtle characters with whom the reader can 
interact. One obvious way around this problem will be to 
have the reader interact with characters who are not human 
and will not have to respond as such, but I think a more 
radical solution will come to characterize interactive fic¬ 
tion. Because our narrative tradition is so deeply involved 


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with characterization and human psychology, it is foreign 
for us to consider the possibility of a narrative form that 
does not focus on them. Unless or until artificial intelli¬ 
gence can imitate human language on any sophisticated level, 
however, I think that a new focus will be necessary, and be 
one new aspect interactive fiction will bring to literary 
tradition. 


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FOOTNOTES: 


FIRST WORK OF A LITERARY MODE IN ITS INFANCY 


1. Garci Rodriquez de Montalvo, Amadis of Gaul. 
Books I and II, trans. Edwin B. Place and Herbert Cl Hehra. 
(Lexington: TEe University Press of Kentucky, 1974). 

2. Irving Leonard, Books of the Brave : Being an 
Account of Bo oks and of Men in the Spanish Conquest and Set¬ 
tlement of the Sixteenth - Century New Wor"I(i . (New York: Gor¬ 
dian Press, Inc~ 1964), pp. 19-20. 

3. Walt Bilofsky, "Adventures in Computing,” Pro- 
Files: The Magazine for Kaypro Users, Vol. 1, No. 3 (1983), 
p. 34. 


4. Frank Pierce, Amadis de Gaule , (Boston: Twayne 
Publishers, 1976), p. 18. 

5. John J. O'Conner, Amadis de Gaule and its Influ¬ 
ence on Elizabethan Literature" (New "Brunswick" Rutgers 
University iVess, T970), p.' 6. 


6. de Montalvo, Amadis , p. 185. 

7. de Montalvo, Amadis p. 196. 

8. O'Connor, Amadis de Gaule and its Influence on 
Elizabethan Literature , p. 89. 

9. O'Connor, Amadis _d Gaule and its Influence on 
Elizabethan Literature , p. 5. 

10. O'Connor, Amadis de Gaule and its Influence on 
Elizabethan Literature , p. 47 

11. O'Connor, Amadis de Gaule and its Influence on 
Elizabethan Literature , p. 230. 

12. O'Connor, Amadis de Gaule and its Influence on 
Elizabethan Literature, p. 815. 


13* Sherry Turkle, The Second Self : Computers and 
the Human Spirit, (New York: Simon and Schuster, 1984), pp. 
175- 183. 


14. 

Turkle, 

The 

Second 

Self, 

pp. 

OJ 

CO 

1 

CO 

15. 

Turkle, 

The 

Second 

Self, 

pp. 

219-220 


16. Marshall Fishwick, Parameters of Popular Cul- 
ture, (Bowling Green, Ohio: Bowling Green University Popular 
Press, 1974). 


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85 


17. Fishwick, Parameters of Popular Culture , p. 1. 

18. Stuart Hall and Paddy Whannel, The Popular 
Arts , (New York: Pantheon Books, 1965), p. 50. 

19. Leslie Fiedler, What Was Literature? Class Cul¬ 
ture and Mass Society, (New York: Simon and Schuster, 1982) , 
p. 13. 


20. 

Fiedler, 

What 

Was 

Literature?, pp. 13 

21. 

Fiedler , 

What 

Was 

Literature?, pp. 23 

22. 

Fiedler , 

What 

Was 

Literature, p. 24. 

23. 

Fiedler , 

What 

Was 

Literature, p. 27. 

24. 

Fiedler, 

What 

Was 

Literature, p. 36. 


25. Abraham Kaplan, "The Aesthetics of the Popular 
Arts," in: Harriet Deer and Irving Deer, The Popular Arts: A 
Critical Reader (New York: Charles Scribner's Sons, 1967) . 

26. Kaplan, "The Aesthetics of the Popular Arts," 

p. 316. 

27* Kaplan, "The Aesthetics of the Popular Arts," 

p. 319. 

28. Kaplan, "The Aesthetics of the Popular Arts," 

p. 320. 

29* Kaplan, "The Aesthetics of the Popular Arts," 

p. 322. 

30. Kaplan, "The Aesthetics of the Popular Arts," 

p. 323. 

31. Kaplan, "The Aesthetics of the Popular Arts, p. 

325. 

32. Kaplan, "The Aesthetics of the Popular Arts," 

p. 329. 

33. Kaplan, "The Aesthetics of the Popular Arts," 

p. 325. 

34. Walter Starkie, "Introduction," in: Miguel de 
Cervantes Saavedra, Don Quixote of La Mancha , trans. and 
introduction Walter Starkie, ("New York and Scarborough, 
Ontario: New American Library, 1964), p. 28. 

35. For a discussion of television production, see: 


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Jerry Mander, Four Arguments for the Elimination of Televi¬ 
sion , (New York: William Morrow and Co., Inc., 1961). 

36. Kaplan, "The Aesthetics of the Popular Arts," 

p. 316. 

37. Turkle, The Second Self , p. 215. 

38. Michael Crighton, The Andromeda Strain , 

39. Douglas Adams, The Hitchhiker 's Guide to the 

Galaxy (New York: Harmony Books, H 

40. Douglas Adams, The Restaurant at the End of the 
Universe (New York: Harmony Books'! 1980) . 


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"ADVENTURE'S" RELATIONSHIP TO MYSTERY LITERATURE 


In trying to categorize a new literary phenomon such 
as interactive fiction, it is useful to compare it to 
related, contemporary literary forms. One genre which 
interactive fiction in general, and Adventure in particular 
resembles, is mystery literature, a genre that can also be 
viewed as a game in the form of a story. Computer story- 
games such as Adventure and traditional mystery literature 
have as their primary goal the solution of a narrative puzz¬ 
le. Both of these types of hermetic tales contain secrets 
— and both are physical secrets, not conceptual secrets. 
Although most mystery stories involve crimes and detectives 
of some sort, they are not absolutely necessary; Poe's 
"Gold Bug," like Adventure , is a treasure hunt. According to 
Robert Champigny: 

From the reader’s standpoint, a hermeneutic tale has 
to be an investigation story but the narrated pro¬ 
cess does not need a fictional investigator in order 
to function as an investigative sequence. ^ 

Adventure and mysteries, as popular literature, are 
based on their common goal of presenting and solving a mys¬ 
tery, they resemble each other in important aspects of plot, 
some structural features, and in the dynamics of their 
readers' responses. Understandably, they also appeal to 
their readers for some of the same reasons. Despite their 
being "trivial literature," their audiences are not 


87 


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88 


necessarily those one usually associates with "pop” best¬ 
sellers and other forms of "formula literature". Mystery 
literature has been called the popular, or "formula litera¬ 
ture" of the intellectual ,2 and j believe that computer 
story games can be viewed in the same way. 

Ever since Poe wrote the first detective story in 
1841 ("The Murder in the Rue Morgue"), mystery, detective 
and spy stories have been compared to games. It comes as no 
surprise that Poe was a "master at solving cryptograms and 
other complicated thought problems."3 The stages in the 
genre's historical development are even designated by the 
different types of games to which they are compared: the 
early stories such as the Sherlock Holmes series are called 
crossword-puzzle types,^ mystery novels like those of Agatha 
Christie and Dashiell Hammet called puzzles of interlocking 
pieces,5 and the James Bond and spy stories compared to 
games of chess.6 As Nigel Morland writes: 

...the novel of pure detection, in which action and 
physical excitement are at a minimum, and the whole 
emphasis falls on the niceties of deduction; these 
stories are puzzles pure and simple and entirely 
intellectual in their appeal...7 

Some writers and critics have even established game 
"rules" to make sure the game or competition between the 
reader and the characters, or the reader and the author, is 
fair. One of the first and most important of the 
guideline-makers was R.A. Knox,^ who set forth ten rules to 
give the reader a sporting chance—such as that the author 


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must at least mention the criminal early on in the story, no 
supernatural elements may be introduced, there may not be 
more than one secret passage per story, no secret twin- 
brothers or sisters may be suddenly appear to explain the 
crime, and so on. The idea that mysteries are games with 
rules and that the author must "play fair" with the reader 
can be seen in the humorous initiation oath of the famous 
"Detection Club," founded by G. K. Chesterton, Anthony Berke¬ 
ley Cox, Agatha Christie, Dorothy Sayers and others: 

Ruler: Do you solemnly swear never to conceal a 
vital clue from the reader? 

Candidate: I do. 

Ruler: Do you promise to observe a seemly modera¬ 

tion in the use of Trap-Doors, 

Chinamen...and utterly and for ever to 
forswear Mysterious Poisons unknown to sci¬ 
ence?? 

Members of the authors' club are also forbidden to have 
their detectives use "Feminine Intuition, Mumbo-Jumbo, 
Jiggery-Pokery, and Coincidence" in solving the puzzles. 10 
In 1928, S.S. Van Dine (a pseudonym for mystery writer W.H. 
Wright) provided twenty rules for mystery fiction so the 
reader would have an "equal opportunity with the detective 
for solving the mystery." 11 >* In " The Sim P le Art of Murder," 
Raymond Chandler concluded that Van Dine's rules were artif¬ 
icial and that they kept mystery literature from developing 
into an art form. He proposed changes to make mysteries more 
realistic, such as allowing professional criminals to commit 
the mysterious crimes, and accepting psychological factors 


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90 


as the basis of a plot .^ 

One of the few critics who denies any competition 
between the reader and the writer is William Aydelotte. He 
writes: 


A detective story is not an invitation to intellec¬ 
tual exercise or exertion, not a puzzle to which the 
reader must guess the answer. On the contrary, the 
claim of detective stories to be puzzle literature 
is in large part a fraud, and the reader, far from 
attempting to solve the mystery himself, depends on 
the detective to do it for him."13 


He reasons that there is no competition, because the reader 
does not really have all the information necessary to solve 
the case; the writer hides or distorts the facts in order to 
fool the reader. I do not believe that this reservation 
refutes the game-like character of the detective genre. 
Trickery and the ability to manipulate rules to one's own 
advantage is an admired quality in gamesmanship. Even 
Aydelotte concedes that the fact that sets of rules like 
these have evolved and constantly been redefined is of 
importance. As he says, because mystery literature is so 
often regarded as a genre of intellectual games, writers are 
more likely to try to create puzzles that are fair and 
readers are more likely to be lead to read detective stories 
as puzzles, whether they are actually puzzles or not. I 1 * 

Readers of "game-literature" such as mystery stories 
and computer story games delight in the suspense of guessing 
what happened, what will happen, and what will have hap¬ 
pened, and they love matching wits, or imagining that they 


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are matching wits, with the author. In the eyes of readers, 
the fascination of the intellectual challenge in mystery 
literature and Adventure seems to make up for other literary 
weaknesses. Characterization and style have suffered from 
the all-consuming goal of making the plot as thick as possi¬ 
ble. Also, in both Adventure and in detection literature, 
events and characters' choices are often not explained 
psychologically. The emphasis is on the who, what, when, 
where, and how—not on the why. 

One can always invoke some kind of madness or a 
desire to commit a perfect crime. After all, the 
function of the murderer in a detecive-and-opponent 
story is to test the detective. Other motives are 
ornamental."15 

In mystery stories, the crime that has been commit¬ 
ted at or even before the beginning of the story is of 
minimal value in and of itself. As Jochen Vogt explains, 
first the author establishes that the crime is in fact puzz¬ 
ling; then the detective appears on the scene a the profes¬ 
sional unraveller of the secret.16 The crime, which gives 
the puzzle shape, is interesting solely in its function of 
providing the motivation for the important part of the 
story—the hero's process of unravelling the mystery. Yet 
the author does not have to provide any plausible motivata- 
tion for the crime itself. 

In Adventure , too, there is a curious lack of 
motivation for the things that take place. This is probably 
due to its having been written as a game: in games it is not 


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92 


very important that the fantasy setting makes sense to us. 
In the Adventure world, the puzzling and improbable events 
are explained away as magic. There is no reason given to 
explain why there should be treasures hidden in the cave or 
why a small bird can kill the fierce green snake. In a 
world governed by magic, things need no explanation. They 
happen, just as wondrous events happen in fairy tales, such 
as people being turned into animals, animals being able to 
talk, or Walt Disney fairy godmothers turning pumpkins into 
golden coaches. Furthermore, the lack of motivation that 
characterizes mysteries has another facet to it in Adven¬ 
ture , for much of the story in Adventure — the problem 
solving part — does not take place in the text at all. In 
mysteries, the author describes step by step how the prota¬ 
gonist unravels the puzzle. The motive given to explain why 
the crime had been committed in the first place might not 
bear much scrutiny, but every action the protagonist takes 
in solving the crime's secret is explained, rationalized, 
and described in great detail. There is a reason behind 
every move the protagonist makes; half the fun of reading 
mysteries is being led and mislead by the protagonist's rea¬ 
soning process. 

In Adventure , on the other hand, it is the reader 
who goes through the process of solving the puzzles, and the 
reader does not get to explain the line of reasoning behind 
the choices he or she makes. If two or more people play 
Adventure together, they often discuss not only what to do 


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next, but why they think some move will work or not. While 
the solitary reader does find out from the results or lack 
of results of his or her input whether the reasoning is 
correct or incorrect, the pleasure of having this thinking 
process discussed and described is missing. In Adventure , 
both the fictional world and the reader's response to it 
remain unexplained. 

While Adventure and mystery literature resemble each 
other closely in their game-like character and in some of 
the resulting literary effects, it comes as a surprise that 
they are quite possibly only distantly related in structure. 

Vladimir Propp analysed Russian folktales and 
discovered that they have an underlying structure which is 
common to them all.^7 Since computer story-games are struc¬ 
tured computer programs,^ their underlying structures are 
easily determined. The same cannot be said of mystery 
literature; Buchloh and Becker state categorically that 
there is no single form of mystery literature.^9 They dis¬ 
cuss four separate main types of mysteries which they 
believe could be structurally modelled, but even these 
categories they find to be too general. Their categories 
are: 1 . The pure mystery, or "crossword puzzle type,"20 2 . 

The mystery as "novel of manners,"21 3 . The psychological 

criminal novel22 anc j 4 , The Thriller.^3 Morphological ana¬ 
lyses of mystery literature have been done, but mostly they 
have referred to individual works, not even to sub¬ 
categories, much less to the genre as a whole. To date, no 


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definition of mystery literature exists, morphological or 
otherwise. Instead, critics have examined only story ele¬ 
ments, such as character-configurations, setting, kinds of 
action, and the various types of detectives.24 

The nature and character of the puzzles in mystery 
literature and in Adventure are different. In traditional 
mystery literature, the puzzles usually consist of crimes 
which have already taken place or of the attempt to thwart 
plans that have already been set in motion, and the detec¬ 
tive and reader must try to reconstruct what has already 
happened based on the clues they come across and their 
knowledge of human nature and the surrounding environment. 
The logic is one of deduction, 

Sherlock Holmes is the most obvious example of the 
detective as a "thinking machine,” one who has mastered 
this "science of deduction and analysis.”25 This method of 
detection has its philosophical roots in the optimism of the 
enlightenment.26 jt is the principle that when everything 
impossible has been excluded through a process of deduction, 
the only remaining possibility, no matter how improbable, is 
the answer. Paul Buchloh writes that the clever cover-up of 
a crime by the criminal can be unmasked through the 
ingenuity of the detective.27 '*what is hidden in the story," 
he says, "will be brought by the story to light.28 Sher¬ 
lock, and to a lesser extent his friend, Dr. Watson, are 
representatives of the scientific method: they base their 
analysis on exact measurements and keen observations, 


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95 


deduction and combination. Then they, or at least Sherlock, 
test their hypotheses through experiment. 

The puzzles in Adventure are of a completely dif¬ 
ferent nature, are based on a different logic, and I believe 
are grounded in a different and new philosophical back¬ 
ground. In Adventure , the secret is not known in advance, 
and it soon becomes clear to the reader that different rules 
apply than in familiar mystery literature or in the real 
world. Instead, readers often come across objects that are 
clues to puzzles they will encounter in the future. As in 
mystery literature, place and setting are important. 

Whereas mysteries are usually built around one main puzzle 
with the story telling about the process of solution, Adven¬ 
ture has many puzzles; the process of solving the puzzles is 
silent, since it takes place in the reader's head. 

Unlike mystery literature, a temporal distinction 
plays a crucial role: the puzzles in Adventure are always to 
be found in the present and in the future. In mystery 
stories, the process of deduction dictates a type of recon¬ 
struction of what must have happened at some point in the 
past. In a type of retroactive denouement, the detective 
and reader base their analysis on deduction. In an interac¬ 
tive game such as Adventure , the reader is not necessarily 
presented with a problem that has occured or been set into 
motion in the past. Instead, she or he must take the ini¬ 
tiative to uncover the problems, which are temporally ahead 
of one in the game, either directly in front of the reader 


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(in the present tense), or far ahead, at some unknown time 
in the future. Also, the reader doesn’t even know what the 
problems are going to be that he or she will encounter. In 
mystery literature, the problem is stated at the beginning 
— a murder has taken place, a valuable object has been 
stolen, or a wicked plan has been hatched. 

The logic needed to solve the problems in Adventure 
is not identical to that needed for reading traditional mys¬ 
teries. Adventure is based on the type of thinking involved 
in solving and debuging computer programming problems. Let 
me describe in more detail how one solves two types of prob¬ 
lems in Adventure . 

One of the first puzzles the reader confronts in a 
cave is having the way barred by a fierce green snake. 2 9 
Based on our knowledge of snakes, the answer to this problem 
should be clear. We know that snakes are dangerous, but 
that they usually attack as a form of defense. We know 
animals often attack if their territory is invaded, that 
they are often more afraid of us than we of them, and that 
they will try to run away from us if at all possible. It is 
not in the nature of snakes to ’’stand guard" over an object 
or a place. Three logical solutions to this problem might 
be to frighten the snake away by throwing rocks or making 
noise, to kill it with rocks or with the axe we’re carrying 
— or the most likely solution — to just keep our distance 
and avoid it. 

In the cave, however, animals do not behave as they 


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do in real life, according to natural laws. If the reader 
tries to frighten the snake, the narrator-guide replies it 
doesn't understand. If the reader tries to attack the 
snake, the response is "Attacking the snake both doesn’t 
work and is very dangerous ."30. Should the reader try to 
avoid it or go around it, the narrator says "You can't kill 
the snake, or avoid it or drive it away or anything like 
that. There is a way to get by, but you don't have the 
necessary resources right now. "31 

The first step in solving this specific problem, 
which is a similar technique in most of the puzzles in the 
cave, is usually trial and error. Most readers do try to 
scare, kill or walk around the snake. When they discover 
that these do not work, they review in their minds what they 
have found in the cave up till this point: a birdcage,32 a 
cheerful little bird,33 a nd a rusty rod with a star on the 
end of it.3^ Many readers try to throw the rod at the 
snake, thinking it must be some sort of magic weapon. The 
result? "You can't kill the snake, or drive it away, or 
avoid it..."35 The only thing left to try is to catch the 
bird and release it near the snake. "The little bird 
attacks the green snake and in an astounding flurry drives 
the snake away."36 

This type of reasoning is based on a familiarity 
with games and rules,37 no t 0 n the ratiocination of mystery 
literature. Not surprisingly, it is very much like the rea¬ 
soning needed in computer programming, i.e. understanding 


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98 


and manipulating arbitrarily established rules. Many people 
consider computer programming to be the ultimate game, and 
each programming language as a different set of rules. One 
of the rules of the game of Adventure is this: if readers 
find some object in their wanderings, no matter what it is 
and how useless it might seem at the time, they should pick 
it up and take it with them. They will probably need it for 
a problem they will encounter soon. The second principle 
for solving problems in Adventure is trial and error. This 
is one of the secret principles of computer programming. 
Programmers are taught not to to solves problems by trial 
and error; nevertheless, many of them do. 

Trial and error is also a good approach to the Per¬ 
sian rug problem. At one point in the cave the reader comes 
across a dragon lying on a precious Persian rug.38 j have 
seen the problem solved in two ways. One reader reasoned 
that dragons breathe fire, and that the nearby stream was 
the clue pointing to the solution of the problem. When he 
poured water on the dragon it did die, but the water ruined 
the Persian rug. Another reader got frustrated when he 
couldn't find any clues and told the guide to kill the dra¬ 
gon. The guide answered, "What, you want me to kill a dragon 
with my bare hands?"39 when the reader flippantly typed in 
"yes," the guide responded, "Congratulations! You have just 
vanquished a dragon with your bare Hands! (unbelievable, 
isn't it?)" 40 

There is another area in which Adventure and mystery 


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99 


literature differ. Mystery literature makes abundant use of 
realistic elements as a means of leading the reader to 
believe that the story is, or could be, true. Adventure 
lacks any pretext of truth or reality. The mundane serves 
different functions in mystery literature and Adventure . 

Mystery literature is famous for detailed and accu¬ 
rate descriptions of setting. Sherlock Holmes knows every 
street in London, and most of his literary descendents have 
a sense of orientation like geographers. Many descriptions 
are so true to life that mystery readers can often find 
their ways through the cities in the stories by using the 
books as maps. It is as if the detectives view their sur¬ 
roundings with a detached eye and nothing, but nothing, 
escapes their notice. 

Although there are many realistic elements used in 
mystery literature, it is certainly not the case that mys¬ 
tery literature is realistic. As Robert Champigny writes: 
"fictional murder, investigation, and investigator are ... 
bathed in unreality."^ As I have mentioned before, a mys¬ 
tery author needn't bother giving any more elaborate expla¬ 
nation of a murderer's motivation than madness or the desire 
to commit a perfect crime. Detective characters such as 
Sherlock Holmes, Miss Marple, or James Bond are clearly fan¬ 
tasy figures; it is difficult to imagine them as real peo¬ 
ple . 


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100 


Despite these differences, however, there is a 
strong connection between games and mystery literature, i.e. 
the overriding goal of solving a puzzle and the aspect of 
irreality. Indeed, several recent works of interactive fic¬ 
tion are mystery stories: in "Deadline” the reader is the 
detective for a murder that has been committed and must 
analyse the police reports, question suspects, and send evi¬ 
dence to the crime lab;^2 "Witness" the reader is not 
only the detective, but also provides the evidence at the 
accused's trial.^3 Based on this natural affinity, I believe 
it likely that mystery literature will add a new computer¬ 
ized dimension and that writers of mysteries will be among 
the first to take advantage of the literary possiblities 
this new medium has to offer. 


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101 


FOOTNOTES: 

"ADVENTURE'S" RELATIONSHIP TO MYSTERY LITERATURE 


1. Robert Champigny, What Will Have Happened : a 
Philosophical and Technical Essay on Mystery Stories (Bloom¬ 
ington, London: Indiana University Press, 1977), p. 15-16. 

2. R. Austin Freeman, in: Paul Buchloh and Jens 
Becker, Per Detektivroman : Studien zur Geschichte und Form 
der englischen und amerikanischen Detektivliteratur 
(Darmstadt: Wissenschaftliche Buchgesellschaft, 1973), p. 

70. 


3. Klaus Guenther Just, "Edgar Allan Poe und die 
Folgen," in: Jochen Vogt, Der Kriminalroman : Zur Theorie und 
Geschichte einer Gattung , Vol. I (Muenchen: Wilhelm Fink 
Verlag) , p. 13. 


4. Paul Buchloh and Jens Becker, Der Detektivroman : 
Studien zur Geschichte und Form der englischen und amerikan- 
ischen Detektlvliteratur , (Darmstadt: Wissenschaftliche 

Buchgesellschaft, 1973), p. 70. 

5. Buchloh and Becker, Der Detektivroman , p. 53. 

6 . Umberto Ecco, "Die Erzaehlstrukturen bei Ian 
Fleming," in: Jochen Vogt, Der Kriminalroman , p. 268. 


Irving 

Reader 


7. Buchloh and Becker, Der Detektivroman , p. 82. 

8 . Buchloh and Becker, Der Detektivroman , p. 80-95. 

9. Buchloh and Becker, Der Detektivroman , p. 85. 

10. Buchloh and Becker, Der Detektivroman , p. 85. 

11. Buchloh and Becker, Der Detektivroman , p. 86. 

12. Buchloh and Becker, Der Detektivroman , p. 91. 

13* William Aydelotte, "The Detective Story," in: 

Deer and Harriet Deer, The Popular Arts : A Critical 
(New York: Scribner's Sons), p. 144. 


14. Aydelotte, "The Detective Story," in Deer and 
Deer, The Popular Arts , p. 145. 


15. Champigny, What Will Have Happened , p. 18. 

16. Jochen Vogt, Der Kriminalroman, p. 14. 


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102 


17. Vladimir Propp , Morphology of the Folktale , 
trans. Laurence Scott (Austin and London: University of 
Texas Press, 1977). 

18. A structured program is one in which the number 
of branching statements is minimized. The problem to be 
solved is broken down into easily manageble sub-problems, 
each of the solutions to the subproblems is a subroutine and 
the main program consists almost entirely of subroutine 
calls. See also Kenneth Bowles, Problem Solving Using PAS- 
CAL , New York, Heidelberg, Berlin: Springer Verlag^ 1979, p. 
539. 



19. 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

P. 

15. 

73. 

20 . 

Buchloh 

and 

Becker , 

Per 

Detektivroman, 

PP 

. 70- 

75. 

21 . 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

PP 

. 73- 

77. 

22 . 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

PP 

. 75- 

79. 

23. 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

PP 

. 77- 


24. 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

P- 

15. 


25. 

Buchloh 

and 

Becker , 

Der 

Detektivroman, 

P- 

20 . 


26. 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

P- 

40. 


27. 

Buchloh 

and 

Becker , 

Der 

Detektivroman, 

P- 

35. 


28. 

Buchloh 

and 

Becker, 

Der 

Detektivroman, 

P. 

35. 


29. Adventure, 1. 1191. 


30. Adventure , 1. 1382. 

31. Adventure , 11. 1352-1354. 

32. Adventure , 1. 1174. 

33. Adventure , 1. 1183. 

34. Adventure , 1. 1176. 

35. Adventure , 1. 1352. 

36. Adventure, 11. 1364-1365. 


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37. Walt Bilofsky, "Adventures in Computing," Pro¬ 
files, Vol. 2, No. 1 (1 983), pp. 24-25. 

38. Adventure , 11. 1306-1307. 

39. Adventure , 1. 1385. 

40. Adventure , 11. 1243-44. 

41. Champigny, What Will Have Happened , pp. 50-51. 

42. Thomas Enright, "Choose Your Quest: There’s 
More to Text Adventures than Fighting Dragons" in: Profiles: 
The Magazine for Kaypro Users , Vol. 2, No. 1 (1 983) , p. 36. 

43. Enright, "Choose Your Quest," pp. 42-43. 


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A STRUCTURAL ANALYSIS OF "ADVENTURE" 


The following structural analysis of Adventure is 
modelled on Vladimir Propp's approach to Russian folktales.^ 
Propp, who showed that all of the folktales he studied have 
the same underlying structure, defined the elements and 
functions that make up this basic structure and described 
their relationships to each other. Proppian analyses are 
appropriate for texts which emphasize strong, clear plots 
over psychologically-oriented works with little or no 
action. The literary aspects of Adventure , i.e. the narra¬ 
tive descriptions of the cave setting and figures in the 
cave, lead readers to imagine what their actions would be in 
the cave situations they encounter. In that sense, Adven¬ 
ture is action-oriented. There are many elements, func¬ 
tions, elemental and functional relationships, and moves 
that Propp describes in simple folktales which form the 
structural basis of Adventure as well. 

First, Propp studied the tale according to the ways 
in which the dramatis personae function, i.e. according to 
the significance of the characters' actions in the course of 
the fictional events.2 He determined that although there are 
innumerable characters, the number of their functions is 
very limited, and that this accounts for the dual quality of 
the tale, i.e. "its amazing multiformity, picturesqueness, 
and color, and on the other hand, its no less striking uni¬ 
formity, its repetition."3 At least on the surface, the 

104 


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105 


way in which the figures whom the reader encounters in 
Colossal Cave function corresponds to Propp’s categories 
describing the folktale. While the number of functions and 
variations known to the folktale are limited in number, the 
functions in Adventure are also limited by the lack of 
sophistication in their development. This is due in main 
part to the Adventure characters’ lack of depth and symbolic 
meaning as compared to the archetypal characters and dynam¬ 
ics of the folk- or fairy tale. 

The main function-pair in Adventure is what Propp 
calls "Lack" and "Lack Liquidated," which is also the culmi¬ 
nation of the narrative in folktales: 

Villa. One member of a family either lacks some¬ 
thing or desires to have something.** 

and 

XIX. The initial misfortune or lack is liquidated. 5 

Other Proppian categories to be found in Adventure are vil¬ 
lainy : 

VIII. The villain causes harm or injury to a member 

of a family® 

departure: 

XI. The hero leaves home? 

XIV. The hero acquires the use of a magical agent.8 


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struggle: 


XVI. The hero and the villain join in direct com¬ 
bat ,9 

victory: 

XVIII. The villain is defeated 10 
and return: 

XX. The hero returns 11 

I will also discuss several Proppian functions which appear 
in the computer game only in a highly modified form. 

Propp found that the sequence of functions in folk¬ 
tales never changed, which led him to number them as he did. 
Although I will follow his numbering order in the following 
breakdown of Adventure's functions, it must be kept in mind 
that the sequence of events in interactive fiction is not 
the same as in a fixed text. I will talk about both the 
nature of the characters and the sequence.of functions in 
more detail in the interpretation section of this chapter. 


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Proppian Categories of Character Functions 


VIII. The villain causes harm or injury to a member 
of a family (A: Villainy) 12 

Propp believed villainy to be the most important 
function in the folktales he examined—more important even 
than lack.^ This is not the case in Adventure . In my view, 
the lack of true villainy constitutes one of the main struc¬ 
tural and ideational differences between folktales and 
Adventure. Folktales are the artistic, action-based 
representation of a specific form of idealistic folktale- 
ethic 1 ^; Adventure does not deal directly with ethical prob¬ 
lems . 

According to Webster, a villain is "a person guilty 
of evil deeds...or a wicked character in a novel, play, etc. 
who opposes the hero." 1 ^ j n folktales, the villain is the 
symbolic representation of forces working to seemingly 
hinder, but actually promoting, the hero's or heroines' 
development. For the child, these forces are perceived as 
"evil" impulses directed against it. 1 ^ propp defines several 
forms of villainy that could be seen as being applicable to 
Adventure, e.g. seizing the magical agent (A2), 1 ? plundering 
(A5), 1 ® causing bodily harm (Ab), 1 ^ and committing murder 
(A14). 20 In Adventure , however, the meaning and emotional 
impact of these actions is so watered down that I don't 
believe one can speak of villainy. The two types of figures 
who oppose the hero, dwarves and the pirate, are not capable 


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108 


of ’•evil." They do things that hinder and threaten the 
reader; they steal the reader’s treasure and even "kill" the 
reader, although "death" is meaningless and not even always 
permanent in the game. But since Adventure * s "villains" are 
not representations of anything else, neither parental fig¬ 
ures nor psychological drives or impulses, their deeds are 
destructive without being "wicked." The pirate and the 
dwarves in Adventure are not artistically or psychologically 
effective as villains because they are stick figures which 
have nothing to do with ethics, "good" or "evil," or aspects 
of personal devolvement. 

The reason Propp considered villainy so important is 
because it is the prime motivator of action in folktales. 

Ke states "...the complication is begun by an act of vil¬ 
lainy. "21 This is not the case in Adventure . When the 
reader begins the game and is standing on the road, nothing 
has been done to him or her, nor does the reader lack or 
suffer from anything. The reader plays the game and ini¬ 
tiates actions out of a desire for adventure, fun, and to 
gain a sense of achievement and personal power, not to 
resolve any difficulties. Later, when the pirate steals the 
reader's treasure or the dwarves attack, it does not provide 
one of the main complications of the story. They are just 
two among many minor difficulties the reader encounters 
along the way in the cave. 

VIII.a One member of a family either lacks 


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109 


something or desires to have something, (a: 
lack).22 

In the opening scene, the reader is told that there 
are treasures to be had in the nearby cave, but that there 
will be great danger involved., in obtaining them. The reader 
desires, but doesn't actually "lack" the treasures and goes 
in search of them. In Propp’s terminology the protagonist 
(the reader) is a seeker hero. This function is repeated 
again and again in Adventure . 

Although Propp does not list all the possible types 
of objects the protagonists in folktales can lack or desire 
because the list would be too long and because the objects 
do not determine the structure,23 it is certainly possible 
to determine what types of objects a reader can lack in 
Adventure : magical agents (a2), wondrous objects (a3), the 
treasures themselves (a5), and such rationalized forms as 
the means of existence or money (a5). 

The first puzzles in Adventure revolve around 
obtaining the mundane objects needed to explore a cave, i.e. 
the key to unlock the grate at the cave's entrance, a source 
of light, food and water. Later on, the reader must continue 
to keep track of supplies. There are a few more instances 
when the reader lacks rationalized means of existence—in 
order to obtain more batteries for the flashlight, for exam¬ 
ple, the reader must drop coins in a vending machine at the 
end of a maze. Mostly, though, the objects lacking are from 
the more imaginative categories: magical agents such as the 


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110 


wand, which creates a crystal bridge across the fissure; 
wondrous objects, like the bird that kills the snake; and of 
course the treasures in the cave, the precious Ming vase, 
the silver, gold, diamonds, and so on. 

XI. The hero leaves home. (Departure )^ 

While the reader does go away on his or her explora¬ 
tions at the beginning of Adventure , in no way does this 
express the implications that the idea of "leaving home" in 
folktales does. First, the reader's starting place is on a 
road; the reader-protagonist is therefore already underway 
when the story begins and doesn't depart from anything or 
anyplace. But more importantly, to leave home means many 
things in a folktale because "home" is not just a place, but 
a multi-faceted symbol. When a hero or heroine leaves home 
in a folktale, the story often deals on a deeper level with 
the existential goal of achieving sexual, emotional, or 
intellectual maturation. Multiplicity of meaning and sym¬ 
bolism are missing in Adventure , and the "departure" in 
folktales, with all its emotional and symbolic content, can¬ 
not be equated with the reader's departure in the Adventure , 
which is simply the first move in a game. 

The function in fairy tales defined by Propp as the 
hero leaving home is therefore found in only a modified form 
in Adventure . They are similiar in that the seeker-heroes in 
both types of works have search as their goal, but besides 
the dissimiliarities in meaning and effect that I mentioned 


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above, there is also a major structural difference. Propp 
observed that in folktales, the function of departure is 
always followed by the appearance of what he calls a donor, 
from whom the reader obtains some necessary (usually magi¬ 
cal) agent.25 There are many obstacles in the cave that can 
only be overcome by some special agent, but the reader 
acquires them one by one, by him or herself; they are not 
given by a donor, who is — in folktales — a psychological 
entity. 

There is only one case which might fall into the 
category of the reader's meeting a donor: a bear locked up 
in a golden chain who can be helpful to the reader if it is 
released. When the reader-explorer discovers Barren Room, 
(s)he finds that there is a "ferocious cave bear eying you 
from the far end of the room! The bear is locked to the wall 
with a golden chain! "26 when the reader throws the bear 
some food, it becomes calm and friendly, and if it is 
released it follows the reader through the cave. Should the 
reader meet up again with the troll who demands a treasure 
before it will allow anyone across the toll bridge it 
guards,27 the bear will drive it away and no toll will be 
necessary. 

However, even though the bear acts in a way that is 
positive from the reader's point of view, I don't believe it 
can be called a donor. If a story is not morally grounded, 
just as there can be no real villainy, there can also be no 
real donors. The most that can be said about the figures in 


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112 


Adventure is that they function in a mechanically destruc¬ 
tive way toward the reader-protagonist. There are no fig¬ 
ures in Adventure who have, or are capable of, any particu¬ 
lar goodwill towards the reader-protagonist. 

XIV. The hero acquires the use of a magical agent. 

(F: provision or receipt of a magical agent.)28 

In Adventure , the reader must obtain and figure out 
how to use many objects that work in magical or wondrous 
ways in the cave. Propp lists nine forms by which magical 
agents can be transferred in folktales, but although there 
are many magical objects in Adventure , there are only three 
forms of transfer in the game. 

FI. The agent is directly transferred.29 According 
to Propp, this form often takes on the character of a reward 
or gift given by someone. Although there are no other char¬ 
acters in Adventure to give the reader any presents, some¬ 
times the reader overcomes obstacles to obtain the magical 
object, and the idea of it being a reward is implicit in the 
act of winning it. 

F5. The agent falls into the hands of the hero by 
chance (is found by him) .30 This is by far the most common 
way the reader obtains the wondrous objects in Adventure . 

In most cases, the reader more or less stumbles across the 
magical or wondrous agents as (s)he explores the cave. 

F8. The agent is seized.31 There are two examples of 
this form of agent transfer in Adventure. The reader can 


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113 


find the treasure that the pirate has stolen in the maze, 
and when the bear chases the troll away, the troll drops the 
treasures that have been tossed to it, which the reader can 
then claim as his or her own. 

XVI. The hero and the villain join in direct combat. 

(H: struggle)32 

This function, too, has considerably more importance 
in the folktale than in Adventure . As I have already 
pointed out, at random intervals in the game the reader is 
forced to fight the attacking dwarves, but this struggle has 
no ethical or symbolic implications for the story. In folk¬ 
tales, the villains are usually closely connected with the 
the underlying function of the story: either they have 
caused the initial misfortune (VIII. villainy), or they 
prevent the hero from obtaining the person or object needed 
(Villa, lack). The dwarves in Adventure do not guard any¬ 
thing, nor do they want to prevent the protagonist from get¬ 
ting any magic object or treasure. They serve as a means of 
testing the reader, but the question is only whether the 
reader picked up the axe when (s)he last saw it, or if the 
reader knows the cave well enough to escape the dwarf by 
fleeing to one of the places where they can use a magic word 
to get back into the safety of the building. 

XVIII. The villain is defeated (I: victory)33 

If the reader does possess the axe when a dwarf 


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attacks, it is possible to "kill" the creature. Its body 
will then "vanish up in a cloud of greasy, black smoke."3 1 * 
The reader doesn't actually have much control over the 
struggle; it is not depicted in detail and it doesn't appear 
to depend on any observable skill. The only thing the 
reader can command that the narrator understands is "throw 
axe." It doesn't understand "kill dwarf," or "run away" or 
"hide." Since the dwarves are just a random game factor and 
the outcomes of struggles with them basically outside of the 
reader’s control, the functions that are connected with them 
(struggle and victory) are not ethically meaningful for the 
action in Adventure as they are in folktales. 

XIX. The initial misfortune or lack is liquidated 

(K: lack liquidated)35 

For the Adventure reader, every time (s)he experi¬ 
ences the sense of missing something, be it a treasure or 
some object necessary to continue, the main game function 
pair of "lack-lack liquidation" is activated. The reader's 
feeling of lacking something is relieved when (s)he obtains 
the missing object. Propp describes eleven different ways 
this happens in folktales; in Adventure there are five: 

K1. The object of a search is seized by the use of 
force or cleverness36 This is the usual way in Adventure of 
obtaining the treasures, for each treasure is protected by a 
puzzle of some sort. For example, even if the reader finds 
the precious Ming Vase,37 because the narrator only 


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understands the word "drop," and not "place" or "put," there 
is no way to place it on ground without breaking it. The 
reader must figure out that the velvet pillow (s)he found 
earlier is meant to "cushion" the fall of the vase. 38 
reader must first drop the velvet pillow, and only then drop 
the vase on it. 

K4. The object of a quest is obtained as the direct 
result of preceding actions.39 Adventure , these "preced¬ 
ing actions" can be understood as the reader's accomplish¬ 
ment in exploring the cave and finding the objects. 

K6. The object is obtained instantly through the use 
of a magical agent.^0 When the reader waves the rod at the 
impassable fissure, for instance, a crystal bridge appears. 

K7. The object of search is caught. 1,1 There is only 
one example of this in Adventure . The reader must catch the 
bird to kill the snake. 

K10. A captive is freed.**3 Again, this takes place 
only once in the game. If the reader feeds the bear and 
releases it, the reader can take its golden chain as treas¬ 
ure,^ 1 * and the bear will frighten away the troll. 

XX. The hero returns ( return) 

This takes place in Adventure whenever the reader 
return? to the building on the surface and drops the accumu¬ 
lated treasure. This can be accomplished by retracing one's 
path, or by knowing which caverns in the cave have magic 
words associated with them. If the reader knows the correct 


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magic word for the particular cavern, (s)he will be tran¬ 
sported instantaneosly back into the building. 

Non - Proppian Character Functions in Adventure 

There are several functions and story outcomes in 
Adventure that Propp did not describe in folktales. I have 
called them death, reincarnation, losing, and quitting. So 
as not to confuse the Proppian designations by alphabetical 
characters with my own, I have doubled the characters used 
to designate functions peculiar to Adventure , i.e. XX, YY, 
ZZ, and QQ. 

(XX: death) The hero(ine) dies.^7 

Fairy tales usually end with the successful achieve¬ 
ment of the goal by the protagonist,^ but it is in the very 
nature of games that the outcome must be unpredictable. In 
folktales, when the protagonist and villain join in direct 
combat, the hero wins. This is not necessarily the case in 
Adventure ; here the hero(ine) can be defeated in combat with 
the dwarf and be killed,^9 fall into a pit and break every 
bone,50, or be buried in a river of molten lava,51 to men¬ 
tion a few of the possibilities for death. When the Adven¬ 
ture reader ’•dies," one of two things result: either the 
hero(ine) loses the game, or (s)he is reincarnated. Again, 
there are no categories defined by Propp which describe 
these possibilites. 


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117 


(YY: reincarnation) The hero(ine) is reincarnated. 

Whenever the reader gets killed, the narrator asks 
if it should attempt reincarnation.52 ^he reader agrees 
and the reincarnation is successful, the reader will find 
him or herself back in the building. There is no guarantee, 
however, that the reader will still possess the lamp. If 
the reader was "killed" and reincarnated in a magic room in 
the cave, i.e. a room where the reader need only say the 
magic word to be magically transported to the building and 
back again, 53 it is possible for the reader return there and 
pick up the lamp where it was dropped. The game can be con¬ 
tinued. However, if this procedure is not possible, the 
reader loses the game—either by being forced to quit, or by 
stumbling in the dark into a pit. 

(ZZ: losing) The hero(ine) loses the game. 

One loses Adventure by dying without being reincar¬ 
nated, or by using too many moves without gaining any treas¬ 
ure or going anyplace. The narrator then states: 

N: Now you’ve really done it! I'm out of orange 

smoke. You don't expect me to do a decent rein¬ 
carnation without orange smoke, do you? 

P: yes 

N: Okay, if you're so smart, do it yourself! I'm 

leaving!5* 

(At this point, the game is over and the reader's 

score and ranking are displayed.) 


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(QQ: quitting) The hero(ine) quits the game. 

This can happen at any time and can either be com¬ 
pletely voluntary on the reader’s part, or happen under 
duress. For example, if a reader has lost the lamp, it is 
certain that (s)he will fall into a pit and die within a few 
moves. Rather than die and lose the game, most people will 
quit voluntarily. The narrator asks if the reader really 
wants to quit, and if the answer is "yes” the player’s score 
and ranking are displayed. 

Other Elements Described by Propp 

Propp also talks about some other story elements 
besides the character functions that are very important in 
the folktale. One of these other elements, which Propp calls 
notification,55 also plays a role in the development of 
action in the computer game. In Russian folktales, when the 
individual functions in a sequence of functions are per¬ 
formed by different characters, each character must find out 
in some way what has happened previously. This element of 
notifying the characters often serves as the logical bridge 
between functions. Propp writes ”... an entire system for 
the conveying of information has been developed in the tale, 
sometimes in very artistically striking forms.”56 

There are many cases of notification in Adventure , 
but unlike the communications in folktales, the messages in 
Adventure are usually not transmitted through any 


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characters. They appear in rather unlikely shapes and 
places, either as a voice apparently corning from nowhere, or 
written on tablets in the wall, or even as signs or instruc¬ 
tions. For example, 

At "y2": A hollow voice says "plugh."57 

At the end of the maze the reader is informed: 

There is a message scrawled in the dust in a flowery 
script, reading: "This is not the maze where the 
pirate leaves his treasure chest."58 

Or again: 

There is a massive vending machine here. The 
instructions on it read: "Drop coins here to receive 
fresh batteries."59 

In both Adventure and folktales, notifications are 
used to provide the information necessary to connect various 
functions, but in Adventure , they also are needed as hints 
to the reader. If the writer-programmer had not provided 
them, the reader would not have nor be able to get the 
information (s)he needs to figure out the solution to the 
puzzle in question. 

The Sequence of Functions in Adventure 

Propp discovered that the sequence of the functions 
in folktales is stable. But a computer story game is dif¬ 
ferent from oral or written fairy tales. It is a printed 


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text, but it is neither a fixed text nor is it read in a 
linear fashion, i.e. from beginning to end. Although the 
internal, programmed structure of Adventure is similiar to 
that of the folktales described by Propp, it is left to to 
the reader to determine which fictional events will take 
place, their order, and thereby the actual sequence of the 
functions. 

Each trip through the cave with its accompanying 
story in the reader’s mind can be different if the reader 
wishes it. (S)he can choose where to go in the cave as well 
as which objects to carry. If a reader cannot figure out 
how to solve the puzzle connected with a particular treas¬ 
ure, (s)he will not be able to obtain it. The reader can 
also choose not to pick up any treasures or solve any puzz¬ 
les, but simply explore the cave. 

The reader, then, has some choice about which func¬ 
tions his or her journey will contain. If, for example, the 
reader plays the game with the sole intention of exploring 
the cave, but not in obtaining any treasures, there is nei¬ 
ther lack, nor lack liquidated. According to Propp, most 
folktales are motivated either by lack or by misfortune. In 
this respect, Adventure would not be structurally related to 
folktales. In some sense, the individual readers determine 
the structure and nature of each journey of the imagination 
taken in Adventure. 


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121 


Is " Adventure " an Undeveloped Form of the Folktale ? 

The structure of Adventure is to some degree related 
to that of the folktale, yet there is a significant struc¬ 
tural difference between the two: despite the constant 
action, Adventure has no plot. The opening lines of the 
game let the reader know there are treasures in Colossal 
Cave, but most of the readers I interviewed said they were 
impelled by curiosity and challenge, not by a need to win 
points, i.e. not by a "lack" of points. Generally, the only 
time readers feel they lack something is when they are try¬ 
ing to solve a puzzle and know they are missing some 
necesary object. 

With neither "villainy" nor "lack," nor even a true 
"departure" to set the tale in motion, there is no beginning 
as there is in folktales. There are three main areas for 
the reader to explore: the ground above the cave, the main 
cave, and the wizard’s cave, but other than this, there is 
little suprastructure. Because there is no real departure 
for the reader, the only focal point of reference in Adven¬ 
ture is simply a place, the building where the reader can 
drop and save any acquired treasures, and not a state of 
being or stage of development. Without a beginning, there 
can be no progression and no end. Adventure consists of a 
series of the same moves Propp found in the folktale, but 
there is no story development, which is one of the main 
characteristics of the folktale. 


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122 


The lack of a beginning and an end, or in Proppian 
structural terms an encompassing "function set," is also the 
reason Adventure cannot be considered a quest or a romance. 
Patricia Parker describes the main characteristic of 
romances as "a form which simultaneously quests for and 
postpones a particular end, objective, or object..."6° 

There are also superficial similarities between the 
dramatis personae and abstract style of folktales and those 
of Adventure . In both types of work we are told very little 
about the characters ; at the most one or two things that 
characterize them. We only know what they do. "Die Per- 
sonen weisen sich nur durch ihre Handlungsweise aus, wobei 
jede auf eine Oder hoechstens zwei Eigenschaften festgelegt 
wird."6l Th e abstract style of fairy tales is a result, 
according to Luethi, of the precision in the story develop¬ 
ment, the one-dimensionality of the fictional world, and the 

flatness of characterizations.^2 

The difference between Adventure and fairy tales 
does not lie in the structure, style, or in the subject 
matter, but rather in the ultimate goal these technical 
aspects of storytelling serve: the meaning to be imparted. 
Even as children, most of us knew that fairy tales have a 
message. They deal with their own definitions of right and 
wrong, good and evil, ugliness and beauty. As Jolles puts 
it, fairy tales have to do with an action-based ethic or a 
naive morality ("die Ethik des Geschehens Oder die naive 
Moral).63 Folktales are perhaps the most refined archetypal 


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123 


literary form of sublimation. 

The symbolic style, typical characters, and strait- 
forward plot are archetypal; they can stand for many dif¬ 
ferent people or types of people, personality qualities, 
roles, common human experiences, and personal relationships. 
Bruno Bettelheim writes: "It is characteristic of fairy 
tales to state an existential dilemma briefly and pointedly 
... The fairy tale simplifies all situations. Its figures 
are clearly drawn, and details, unless very important, are 
eliminated. All characters are typical rather than 
unique."6^ Luethi emphasizes the sublimation in folktales 
of hatred, love, helpfulness and cruelty, self-sacrifice and 
elimination; all the elements of human existence. He sums 
up: "Im Maerchen sublimiert sich die Welt."65 

The underlying source of the narrative weaknesses in 
Adventure is its lack of meaning. The characters the reader 
encounters in the fictional underworld have no significance 
other than to pose a puzzle for the reader. While the char¬ 
acters in folktales are archetypes and abstractions of human 
emotion, consciousness and unconsciousness, the figures in 
Adventure are signs which replace the folktale's universal 
symbols. Some of the fragmentary functions in Adventure can 
be traced back to this. For example, in a folktale, a dwarf 
might personify some archetypal, unconscious human experi¬ 
ence. If one of these symbolic characters opposed the hero 
(villainy), the hero would remedy the situation by defeating 
the villain (victory), usually by the same means the villain 


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124 


used in the first place. But when the pirate steals the 
reader's treasure in Adventure , the reader regains it by 
finding it.66 The triumph and revenge aspect is missing 
entirely. The reader has little emotional involvement with 
the characters because they, in turn, do not represent any 
emotional or spiritual facets of human existence. As far as 
the reader is concerned, they are positive or negative fig¬ 
ures, not folktale-like characters who represent some par¬ 
ticular force in the psychological struggle for personal 
evolvement. 

The main function pair of a folktale (villainy/vic¬ 
tory or lack/lack liquidated) is the structure through which 
some type of personal or emotional development can be 
expressed. The development that takes place on the surface 
of folktales, and rendered through the fictional events, is 
representative of some type of symbolic development, usually 
from a state of lacking something or having been victimized 
to a state of having what was formerly missing or having 
"justice" carried out. There is movement from one state to 
another, better state. As Bettelheim remarks: "...fairy 
stories represent in imaginative form what the process of 
healthy human development consists of..."67 Although Adven¬ 
ture shares many of the same structures it cannot be classi- 


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125 


fied as a folktale. What Underlying Set of Conventions Do 
the Structural Elements Support ? 

In Adventure , the structural elements and character 
functions Propp described in folktales are the narrative 
representation of the IF-THEN statements in the computer 
program. Instead of depicting the dynamics of personal 
struggle and growth, as in the folktale, each structural 
pair provides either the clue or a reward to a particular 
puzzle. The individual characters, situations, and choices 
are not based on any unifying idea or system of "rules" 
about good and evil, nor do the treasures symbolize emo¬ 
tional values or the rewards to be gained through personal 
development. 

In folktales, for example, it is common for the pro¬ 
tagonist to spare an animal (s)he meets and be rewarded when 
the animal helps the protagonist out of gratitude. One 
psychological interpretation for this could be that the 
animal symbolizes some instinctive force of one's personal¬ 
ity or a emotional drives. By befriending the beast, i.e. 
viewing these initially frightening or rejected parts of 
one's personality not as enemies to be repressed or maimed, 
the drive can prove itself to be a useful and positive force 
in one's life. In Adventure , the only question the reader 
must ask him or herself is whether a creature is threatening 
or not. If it seems frightening, the reader must overcome 
it or appease it in some way, yet even in the case of an 
ugly, threatening figure, it is not clear whether there is 


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126 


any criteria for distinguishing between an animal to be 
killed or one the reader should appease. Even when the 
creature is not harrassing the reader, sometimes it must be 
killed, as in the case, for- example, of the sleeping dragon. 
Instead of depicting the dynamics of personal struggle and 
growth, each structural pair provides either the clue or a 
reward to a particular puzzle, and the ethical basis of the 
clues is not consistent. 

However, only one of the readers I have interviewed 
said he knew the game was not morally grounded when he first 
started playing Adventure . He is the only one who played 
Adventure strictly as a game. All others assumed it had a 
conventional moral basis, because reading Adventure is so 
similar to reading other stories. In general, readers con¬ 
sidered the ethical implications of their actions much more 
in their opening attempts at playing than in their later 
attempts. For example, they were much less likely to "kill 
first, ask questions later," i.e. try other, non-violent 
solutions. The more they played, though, the more they 
treated the creatures as stick figures without an ethical, 
moral relationshp to the player. 

When a reader starts playing Adventure (s)he must 
make sense out of the surroundings. Part of this is figur¬ 
ing out his or her own relationship to the entities and 
objects (s)he encounters. (S)he interprets events and makes 
choices constantly, and in order to do so, creates a fantasy 
about what the game means. Each time (s)he encounters a new 


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127 


puzzle, it is like an experiment providing another opportun¬ 
ity to confirm, reject, or revise the interpretation. Read¬ 
ing a detective story is a somewhat similar process, except 
that readers only know whether their interpretation of the 
literal events was correct at the end of the book, instead 
of step by step, and they can never be sure if they have 
correctly interpreted the deeper meanings. 

With interactive fiction, at least readers have 
objective criteria for judging whether their interpretation 
is not incorrect, even if they don’t always change their 
interpretation if it is proven to be incorrect. I have used 
the phrase "not incorrect" as something different than 
"correct." A reader can give the correct answer to a prob¬ 
lem, but the logic and fantasy behind their conclusion can 
be all wrong. For example, one reader interpreted her adven¬ 
ture as entering a cave which all the creatures inhabited 
and she was an intruder. It was her duty not to disturb the 
creatures if possible. She therefore assumed that the pur¬ 
pose of the wicker cage was to catch and cage any cave 
creature she didn't want to kill outright, a hypothesis 
which seemed to be confirmed for her when she could cage the 
bird without killing it. Based on this assumption, she 
later tried to cage the snake and the dwarf, as well. 

Although there is no moral basis to the prompt text 
or to the solution of the narrative puzzles themselves, 
there is a principle of action the reader practices in the 
process of reading that can be useful when carried over into 


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128 


the real world, i.e. reality testing. While playing Adven¬ 
ture, readers test their interpretation of the story and 
events many times over. If they can’t solve a puzzle (which 
is the state people are in much of the time they are play¬ 
ing) , they must face the fact that they don't have enough 
information, that they overlooked or misjudged the informa¬ 
tion they do have, or that their general view of the story 
might be wrong. Again and again they must consciously review 
precisely what they think, why they think it, and search for 
alternative ways to interpret the situation. Therefore, 
even as readers are totally involved and making choices, 
they must maintain a critical attitude toward themselves and 
the fictional situations they confront. This contradicts 
the ethics of events in folktales. 

The same character functions that serve to 
"represent in imaginative form what the process of healthy 
human development consists of" in fairy tales can also be 
used in the conflict presentation/solution process in 
interactive fiction which can lead to an examination of 
one's own attitude toward problems in life. The case of the 
woman who tried to cage every creature she met in Adventure, 
including the dwarf throwing axes and knives at her is an 
example. After it became apparent that she would try nego¬ 
tiating with the animals, avoiding them, appeasing them, 
feeding them — anything but kill them, even when they were 
attacking her -- she and her playing partner had a philo¬ 
sophical argument as to the validity of her attitude. He 


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129 


insisted that she throw the axe at the dwarf, and she 
insisted variously that "there is good in every creature," 
"do unto others as you would have them do unto you," and "of 
course it's justified in trying to kill us, we’re enfringing 
on its territory." The dwarf then killed them, they were 
reincarnated, attacked by the dwarf again, she tried a few 
more non-violent tactics and was killed a second time. At 
this point she observed that she guessed the same thing hap¬ 
pens to her in real life. She always tries to see only the 
good in people and then they dump on her. Whether she will 
draw any real-life consequences from this observation is 
another question, but she did modify her game-strategy. She 
refused to drop either the axe or the cage, but she did kill 
dwarves on sight. She no longer tried talking to them or 
caging them first. There is, then an underlying set of con¬ 
ventions in Adventure that is analogous in some sense to the 
moral underpinings of folktales, but it is the process of 
decision- making based on self examination and motive 
analysis the reader undergoes while solving problems, not 
the depicted actions and events in the story. 


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FOOTNOTES: A STRUCTURAL ANALYSIS OF "ADVENTURE" 


1. Vladimir Propp, T he Morphology of the Folktale, 
trans., Laurence Scott (Austin and London: University of 
Texas Press, 1977). 

2. Propp, The Morphology of the Folktale, pp. 20- 

21 . 


3. Propp, The Morphology of the Folktale , p. 21. 

4. Propp, The Morphology of the Folktale, p. 35-36, 

53-55. - 

5. Propp, The Morphology of the Folktale , p. 53. 

6. Propp, The Morphology of the Folktale , p. 30. 

7. Propp, The Morphology of the Folktale , p. 39. 

8. Propp, The Morphology of the Folktale , p. 43. 

9. Propp, The Morphology of the Folktale , p. 51. 

10. Propp, The Morphology of the Folktale , p. 53. 

11. Propp, The Morphology of the Folktale , p. 55. 

12. Propp, The Morphology of the Folktale , p. 30. 

13. The Morphology of the Folktale , p. 30. 

14. For an overview of definitions of the folktale 
genre, see: Max Lathi, Marchen , Sammllung Metzler Vol. 16 
(Stuttgart: J.B. Metzlersche Verlagsbuchhandlung, 1974), 
pp. 1-4. 


15. Webster * s New World Dictionary of the American 
Language , David B. Guralnik, ed., Concise Edition (Cleveland 
and flew York: The World Publishing Co., 1964), p. 828. 

16. Max Lathi, Marchen , p. 31. 

17. Propp, The Morphology of the Folktale , p. 31. 

18. Propp, The Morphology of the Folktale , p. 31. 

19. Propp, The Morphology of the Folktale , p. 33. 

20. Propp, The Morphology of the Folktale , p. 33. 

21. Propp, The Morphology of the Folktale , p. 31. 


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131 


22. 

Propp , The 

Morphology of 

the 

Folktale, 

P. 35. 

23. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 36. 

24. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 39. 

25. 

Propp, The 

Morphology of 

the 

Folktale, 

P. 39. 

26. 

Adventure, 

11. 1259, 1312. 



27- 

Adventure, 

11. 1588-1589- 




28. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 43. 

29. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 44. 

30. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 44. 

31. 

Propp, The 

Morphology of 

the 

F olktale, 

p. 45. 

32. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 51. 

33. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 53. 

34. 

Adventure, 

1. 1566-1167. 




35. 

Propp, The 

Morphology of 

the 

F olktale, 

p. 53. 

36. 

Propp, The 

Morphology of 

the 

Folktale, 

p. 53 


37. Adventure , 11. 173-175; 1295. 

38. Adventure , 11. 171-172; 1189. 

39. Propp, The Morphology of the Folktale , p. 54. 

40. Propp, The Morphology of the Folktale , p. 54. 

41. Propp, The Morphology of the Folktale , p. 54. 

42. Adventure , 11. 1183-1184. 

43. Propp, The Morphology of the Folktale , p. 55. 

44. Adventure , 11. 1312-1313- 

45. Adventure , 11. 1588-1589. 

46. Propp, The Morphology of the Folktale, p. 55. 

47. Adventure , 1. 1451. 

48. Theresa Poser, Das Volksmaerchen: Theorie, 


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132 


Analyse , Didaktik (Muenchen: R. Oldenbourg Verlag, 1980), 
pp. lS-19. 

49. Adventure , 11. 1335; 1532-1534. 

50. Adve nture , 1. 1356. 

51. Adventure , 11. 1527-1529. 

52. Adventure , 11. 1451-1457; 1458-1461; 1462-1464. 

53* "Plugh," or "xyzzy," for example. 

54. Adventure , 11. 1462-1464. 

55. Propp, The Morphology of the Folktale, pp. 71- 
73. 

56. Propp, The Morphology of the Folktale , p. 70. 


57. Adventure , 11. 323; 1336. 

58. Adventure , 11. 1264-1265. 

59. Adventure , 11. 1269-1270. 

60. Patricia Parker, Inescapable Romance : Studies 
in the Poetics of a Mode , (Princeton, New Jersey: Princeton 
University Press, 1979), p. 4. 

61. Poser, Das Volksmaerchen: Theorie, Analyse, 
Didaktik , p. 16. 

62. Lathi, Maerchen , pp. 32-34; and Lathi, Es war 
einmal .♦.: Vom Wesen des Volksmaerchens, (Gottingen: Van- 
denhoeck and Ruprecht, 1968 ), pp. 31-41. 

63 . Andre Jolles, Einfache Formen: Legende, Sage, 
Mythe , Ratsel , Spruch , Kasus , Nlemorabile , Marchen , Witz 
(Tabingen: Max Niemeyer Verlag“ 1965), p. 240. 

64. Bruno Bettelheim, The Uses of Enchantment : The 
Meaning and Importance of Fairy Tales , (New York: Vintage 
Books, 1 977), p. 5T 

65. Max Luethi, So leben sie noch heute : Betrach- 
tungen zum Volksmaerchen TGoettingen: Vandenhoeck and 
Ruprecht, 1976), pp. 33. 

66. Adventure , 1. 1287. 

67. Bettelheim, The Uses of Enchantment, p. 12. 


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POINT OF VIEW IN ADVENTURE 


For most readers, the way Adventure is narrated, the 
way the story is transmitted seems to be something com¬ 
pletely new. In Adventure, the reader has become one of the 
characters, even the protagonist. Not only is the story 
about what happens to the reader, the reader is the one who 
makes the story happen, not the one who is- the ultimate 
recipient of the story. In traditional literature the 
reader acquires the story, he or she actively takes in the 
story and identifies with the characters, but certainly 
doesn't take any part in creating it. Also, the reader of 
literary prose fiction is not the one responsible in the 
text for criticizing the action or the characters. 

Letting the story tell itself through character- 
narrators is a modern development. As Joseph Warren Beach 
observes, one of the techniques Henry James used is the fol¬ 
lowing : 

"...the story tells itself; the story speaks for 
itself. The author does not apologize for his char¬ 
acters; he does not even tell us what they do but 
has them tell us, themselves. Above all, he has 
them tell us what they think, what they feel, what 
impressions beat in on their minds from the situa¬ 
tions in which they find themselves^ 

Especially during the Victorian period, narrating the story 
was the task of the author, who interpolated events in the 
story with his or her own comments. The following examples 
are intended to illustrate such authorial interference. They 

133 


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134 


are taken from Charles Dickens's Hard Times .2 The narrator 
makes his point by rendering a scene from the M'Choakumchild 
school, mostly through quoting the characters' conversations 
with each other. 


"Girl number twenty," said the gentleman [the 
schoomaster, Mr. M’Choakumchild], smiling in the 
calm strength of knowledge. 

Sissy blushed, and stood up. 

"So you would carpet your room — or your husband's 
room, if you were a grown woman, and had a husband 
— with representations of flowers, would you," said 
the gentleman. 'Why would you?' 

"If you please, sir, I am very fond of flowers," 
returned the girl. 

"And is that why you would put tables and chairs 
upon them, and have people walking over them with 
heavy boots?" 

"It wouldn't hurt them, sir. They wouldn't crush 
and wither if you please, sir. They would be the 
pictures of what was very pretty and pleasant, and I 
would fancy —" "Ay, ay, ay! But you mustn't 
fancy," cried the gentleman, quite elated by coming 
so happily to his point. "That's it! You are never 
to fancy." 

"You are not, Cecilia Jupe," Thomas Gradgrind 
solemnly repeated, "to do anything of that kind." 
"Fact, fact, fact!" said the gentleman. And "Fact, 
fact, fact!" repeated Thomas Gradgrind. 

"You are to be in all things regulated and 
governed," said the gentleman, "by fact. We hope to 
have, before long, a board of fact, a people of 
fact, and of nothing but fact. You must discard the 
word Fancy altogether ."3 


This type of dialogue is not naturalistic and seems quite 
heavyhanded to us. The story is not being told through the 
eyes of the characters, but rather, the author speaks his 
ideas through their mouths. 

In the first sentence of the next example, the nar¬ 
rator is still describing the events from a certain dis¬ 
tance, although he does express his feelings in the somewhat 


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sarcastic remark within the parentheses. But by the second 
sentence, the narrator switches the point of view and openly 
gives vent to his own interpretation: 


He knew all about all the Water Sheds of all the 
world (whatever they are), and all the histories of 
all the peoples, and all the names of all the rivers 
and mountains, and all the productions, manners, and 
customs of all the countries, and all their boun¬ 
daries and bearings on the two and thirty points of 
the compass. Ah, rather overdone, M'Choakumchild. 

If he had only learnt a little less, how infinitely 
better he might have taught much more! 1 * 


A later development in narrative technique was to 
present this information directly. The story was told not 
only in the words of the characters, but as if seen through 

their eyes. The author depicted the events in such a way 

that the reader would be given enough details to "intui¬ 
tively" be able to judge it and understand the atmosphere 

for him or herself. The next example is taken from Lolita , 

by Nabokov. The narrator-protagonist, Humbert Humbert, 
meets Lolita again after he has lost her for several years. 
As readers, we feel as if we are looking at her through 
Humbert's eyes, feeling and thinking Humbert's thoughts, as 
if we are inside Humbert's mind: 


Couple of inches taller. Pink-rimmed glasses. New, 
heaped-up hairdo, new ears. How simple! The 
moment, the death I had kept conjuring up for three 
years was as simple as a bit of dry wood. She was 
frankly and hugely pregnant. Her head looked 
smaller (only two seconds had passed really, but let 
me give them a much wooden duration as life can 
stand), and her pale-freckled cheeks were hollowed, 
and her bare shins and arms had lost all their tan, 


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136 


so that the little hairs showed. 5 

In interactive fiction, the story is no longer dep¬ 
icted through the eyes of one of the characters; indeed, 
some of the story events are not depicted at all! In 
interactive fiction, there is a gap in the story: the narra¬ 
tor only describes the scene around the reader-protagonist, 
and the reader must decide what to make the story do next. 
The reader takes over some important functions of the narra¬ 
tor in traditional literature. 

There are a few cases in Adventure in which the nar¬ 
rator actually does comment on the action, but this is 
always a matter of humor. In these cases the narrator seems 
to mock the reader's choice. The humor is based on the 
reader's uncertainty concerning the narrator's role, and 
derives from the discrepancy between the reader's emotional 
impression that the narrator knows what the reader is doing 
as if it were a human, and the reader's intellectual 
knowledge that the narrator is just a set of computer 
prompts. The programmer/writer predicted the readers' 
responses far in advance and programmed the computer's 
responses accordingly. The reader has been out-foxed by the 
programmer, not by the narrator. For example, if the reader 
types in various commands that seem obvious to humans but 
which the computer does not understand, the narrator seems 
stupid. When the reader then types in something (s)he 
assumes the computer won't understand (such as an obscenity 


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or "get lost!"), but it responds as if it does (for example, 
"Watch it!" or "I’m as confused as you!"^), the effect can 
be startling and funny. 

For most readers the way Adventure is narrated, i.e. 
the way the story is transmitted is quite novel. Only part 
of the story is narrated, i.e. the situation and presenta¬ 
tion of the conflict; the reader is responsible for making 
up the resolutions to the conflicts and for deciding where 
to go in the cave. Until the computer, it has been impossi¬ 
ble for the reader to have influence on a written text and 
be directly involved in changing a story. In interactive 
fiction, the interaction of the reader with the story 
through the narrator is admittedly somewhat primitive, but 
it is now possible; it does take place, whereas in printed 
literature it does not and cannot. Because there is no dep¬ 
icted protagonist, because the narrator does not actually 
render many of the main events and processes that lead to 
events in the story, and because the narrator serves in a 
completely different capacity from the narrators in "regu¬ 
lar" literature, the point of view in Adventure is unlike 
any of the commonly recognized categories. It is one of the 
main things that differentiate interactive fiction from 
fixed-text fiction. In interactive fiction, both the narra¬ 
tor and the reader h: - e new roles, and the historical trend 
towards having the story tell itself has been carried one 
step further. 

In the next section, I will discuss this new way of 


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138 


presenting the story. First, I will give a short review of 
the concept of point of view, its historical development in 
fiction, and some of the ways that literary critics have 
dealt with it. Then I will analyse the point of view in 
Adventure and compare it to established catagories. I 
attempt to define some of the parts and the relationships in 
the point of view of Adventure by following Norman 
Friedman's strategy for defining point of view,7 and answer¬ 
ing some of the questions he posed about the narrator and 
the "adequate transmission of his story to the reader."8 

Point of View and " Adventure " 

When we talk about literature, "point of view" can 
refer to such varied aspects of the author's relationship to 
the story as the intellectual, or moral, or emotional orien¬ 
tation he or she expresses in the literary work. The most 
important meaning of point of view, however, has come to be 
that of "focus of narration," or the angle from which the 
story has been written.9 This includes what Henry James 
called the "central intelligence"^ governing the story—the 
person from which the story is told (such as first or third 
person) , whether the central intelligence is conscious of 
itself or not, and whether it has an active role in the 
story. Point of view also refers to the distance the narra¬ 
tor has from the characters in the story, the author and the 
reader, as well as to the way the story has been told, in 


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139 


this case, the main distinctions are scene and summary. 

From the works of the ancient Greeks to modern fic¬ 
tion, a trend towards the disappearance of the author can be 
traced, both in the use of scene and summary, as well as in 
the various types of distance an author can achieve through 
the choice made among different types of narrators.^ This 
trend toward authorial extinction is carried one step 
further in interactive fiction such as Adventure . Aristotle 
differentiated between "imitation" and "simple narration." 1 2 
If an author tried to speak through one of the characters, 
and assumed the language, thoughts and mannerisms of the 
character in order to tell the story, the author was telling 
the story directly, through the artistic device of imita¬ 
tion. Therefore, he considered the use of direct speech and 
dialog to be the purest forms of imitation. Passages of 
text written in indirect speech, in which the author was the 
one who told about the events of the story, he called "sim¬ 
ple narration." 

Through the Victorian period, the author did not 
disguise his or her comments; the author was part of the 
text: "...the trade mark of the Victorian novel is the 

presence of the author, ever poised to intrude a comment, to 
interpret the characters, or to write an essay on cabbages 
and kings."13 it was at the turn of the twentieth century 
that the relation between the author, the narrator and the 
story subject became one of the predominant topics for crit¬ 
ical evaluation. Henry James was obsessed with eliminating 


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himself from the text. He believed that if a story could be 
told from the point of view of the consciousness of one of 
the characters in the story, the the story would gain in 
-vividness, immediacy, and impact on the reader. Similarly, 
Percy Lubbock believed that artistic truth meant creating a 
compelling illusion of reality, and that the presence of the 
author in a story threw up an obstacle to this illusion: 

The art of fiction does not begin until the novelist 
thinks of his story as a matter to be shown, to be 
so exhibited that it will tell itself. 11 * 

Mark Schorer discussed another advantage in restricting the 
point of view to that of the characters instead of the 
author—"thematic definition." "*5 in his opinion, by elim¬ 
inating the author's voice from the story, he or she can 
achieve a better, more believable artistic definition of' the 
values. 

J_) Who talks to the reader ? 

For the computer programmer/writer, the narrator in 
interactive fiction is simply a standard "oriented prompt," 
a message embedded in the program to the user that is 
displayed on the screen or typed out on the printer. To 
make the game Adventure more interesting, the programmers 
used one of the basic techniques of art: they gave the ideas 
and information contained in the prompts a shape. The 
prompts became part of a vaguely described entity endowed 


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141 


with some human-like characteristics and abilities. The 
authors don't speak to the game players directly — they 
speak to them through this fictional being. 

Whenever the reader begins the story-game from anew, 
(s)he is asked if they would like instructions. Included in 
these directions is the narrator's definition of itself, 
with a hint to the reader about the limitations of its 
understanding, its abilities and its role in the story/game. 

I will be your eyes and hands. Direct me with com¬ 
mands of 1 or 2 words. I should warn you that I 
look at only the first five letters of each word...I 
know of places, actions, and things. ...Usually peo¬ 
ple trying unsuccessfully to manipulate an object 
are attempting something beyond their (or my!) capa¬ 
bilities and should try a completely different 

tack. 1 ^ 

The reader's only connection with the Adventure 
story is through the narrator, yet each reader makes up his 
or her own mental image of who the narrator is. Although it 
speaks in the first person singular and functions as if it 
takes part in the story, it is not described as a character, 
or even as an independent being with a shape or personality. 
It defines itself in the introduction as an extension of the 
reader. It is described in terms of its role in the story- 
-as the visual connection to the events in the tale (''I will 
be your eyes"), and as the reader's tool for manipulating 
the events and making things happen ("I will be your 
hands"). But the narrator/guide connects the reader to the 
story in ways that have not been explicitly stated when it 


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142 


was described in the introduction. The narrator not only 
functions as "hands and eyes," it expresses what on the sur¬ 
face appears to be emotion, has the rudiments of a personal¬ 
ity, some very limited type of intelligence, and a voice. 

For the first time in printed literature, in other words, 
the narrator can not only speak to, but speak with the 
reader. As a result, different readers have very different 
impressions about who it is telling the story. Let me give 
some examples of the attributes I just mentioned. The first 
example shows the level of "conversation" the reader and 
narrator carry on. 

Example 2 : 

N: Welcome to adventure!! Would you like instruc¬ 

tions? 

P: no 

N: You are standing at the end of a road before a 

small brick buliding. Around you is a forest. 

A small stream flows out of the building and 
down a gully. 

P: enter building 1 ? 

One can infer from the statement that follows (in 
Example 2) that the narrator has some intelligence. Without 
prompting by the reader, it has not only spotted and 
analysed a problem, but extrapolated the possible future 
results if the problem is not remedied. 

Example 2 : 

(The reader is in the cave but has not yet given the 

command to turn on the flashlight.) 

N: It is now pitch dark. If you proceed you will 


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likely fall into a pit. 


18 


The two following excerpts should make it clear how 
readers can believe the narrator combines reasoning ability 
with emotional attitudes. Since the basic tone of speech 
expressed in such exchanges is fairly consistent, it is pos¬ 
sible to deduce that the narrator has some type of personal¬ 
ity : 


Example 3: 



N: 

You are in a long sloping 
sharp walls. 

corridor with 

ragged 


There is an enormous clam 
tightly closed. 

here with its 

shell 

P: 

take clam 



N: 

OK 



P: 

go south 



N: 

You can't fit this five-foot clam through that 


little passage!19 


In the final example it even appears as if the nar¬ 
rator is conscious of itself. It speaks as if it knows 
itself and is insecure about some of its abilities: 


Example 4: 

P: throw axe (at attacking dwarf) 

N: You attack a little dwarf, but he dodges out of 

the way. 

One sharp nasty knife is thrown at you! 

It gets you! 

Oh dear, you seem to have gotten yourself 
killed. I might be able to help you out, but 
I've never really done this before. Do you want 
me to try to reincarnate you? 

P: yes 

N: All right. But don't blame me if something goes 

wr. 

—Poof! !-- 

You are engulfed in a cloud of orange smoke. 
Coughing and gasping, you emerge from the smoke 


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144 


and find .... 

You're inside building. 20 

How do readers come to identify the narrator, since 
it is barely identified for them and is so very different 
from the narrators in printed literature with whom we are 
most familiar? From my conversations with other Adventure 
players, it seems that most readers' conception of the nar¬ 
rator is based on extrapolations of their experiences with 
technology, computers, and science fiction. 

First, we all have some concept of the need for a 
mechanical intermediary to protect us in hostile environ¬ 
ments. For example, we know we cannot live deep under water 
or in the upper atmosphere or outer space unless we use some 
sort of protective suits or cabins; in such environments we 
do not have direct access to our surroundings. In order to 
manipulate, interact with and sometimes even perceive these 
environments we use mechanical and electronic means, so the 
idea of indirect interaction with an environment through 
some non-human intermediary is not foreign to us. Also, 
although the narrator is described only conceptually in 
terms of its apperceptive and manipulative functions, most 
Adventure readers know enough about similarly functioning 
computer games and have been exposed to enough science fic¬ 
tion stories and movies to be able to fill in imaginary 
details. They give the narrator-entity some sort of shape 
in their minds. 

Many readers consider the narrator in Adventure to 


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145 


be a cross between "HAL", the omniscient computer in 
, "2001”,21 and ELIZA , 22 the computer program that simulates a 
psychiatrist. The computer in ”2001” controls the space 
ship, i.e. it is the intermediary environment housing and 
protecting the humans from the environment of space. The 
narrator in Adventure serves in an analogous capacity: the 
reader cannot see or touch the Adventure world directly, and 
the narrator serves as the means of connecting the reader 
with the Adventure world, just as the computer-spaceship is 
the means in "2001" by which the humans can navigate through 
the "world" of outer space. The theme of humans’ dependence 
on machines is common in sci-fi literature 2 3. the average 
Adventure reader can draw on this background to help imagine 
what the narrator in Adventure might be like. 

The analogy with ELIZA is even more direct. ELIZA 
is also just standard oriented prompts; yet people can talk 
to "her" and "she" (it) will answer in an apparently mean¬ 
ingful way. The experience of communicating with such a 
computer is analagous to talking on a telephone: just 
because you can't see the other person doesn't mean he or 
she is not there. Finally, there is a tendency in people to 
interpret inanimate objects that have anthropomorphic 
features as having feelings and to respond to the in the 
same way they would to people.24 Some readers think about 
the narrator in Adventure in some of the same ways they do 
about people. They talk to it, they tell it to shut up, 
they thank it when they get a treasure, etc. 


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146 


Who, then, talks to the reader in Adventure ? Who¬ 
ever the reader believes it to be. 

In interviewing Adventure players I was struck by 
the variety of their conceptions of the narrator's identity. 
Some readers considered it to be simply computer prompts 
indicating the current subroutine the computer was execut¬ 
ing: for them the narrator was the author's thoughts and 
plans being executed and described. Some Dungeons and Dra¬ 
gons players considered the narrator to be the written 
instruction of the "Dungeon Master," i.e. the author guiding 
the game, while others told me they imagined they were talk¬ 
ing to themselves, because the narrator identified itself as 
their own hands and eyes. Expanding on the idea of the nar¬ 
rator as the author's plan, other readers interpreted the 
prompts as the game presenting itself to them or as "the God 
of the Adventure world." They apparently meant a god who was 
similar to the the "Clockwork God" of the 18th century; i.e. 
as the laws of nature. Another interpretation was of the 
narrator as an imaginary or electronic character. Of the 
readers who viewed the narrator as a character in the story, 
some thought of it as a computer like the one in "2001," who 
controls the surrounding environment; others as an invisible 
stand-alone computer like R2-D2 of Star Wars, 25 accompanying 
them through a foreign world. Those who endowed it with 
varying degrees of feelings and personality considered it to 
be an android, like R2-D2's companion, 3-CPO. 

Much of the story, we can see, takes part in the 


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reader's head. Whether the the narrator should be considered 
the author's voice, their own mind's voice, the game itself, 
or some type of character — a witness, a participant, one 
of the protagonists, or an antagonist — depends in the end 
on the reader. 

2 ) From what position regarding the story does the narrator 
tell it? 

As Nick in The Great Gatsby , 26 the narrator in 
Adventure is a character who both observes events and takes 
part in them. Acting as the reader's eyes, it perceives and 
describes the cave and the reader's position in it: 

You are in a debris room filled with stuff washed in 
from the surface. A low wide passage with cobbles 
becomes plugged with mud and debris here, but an 
awkward canyon leads upward and west. A note on the 
wall says "magic word xyzzy".27 

You are in a splendid chamber thirty feet high. 

The walls are frozen rivers of orange stone. An 
awkward canyon and a good passage exit from east and 
west sides of the chamber.^8 

Yet, unlike Nick, the narrator in Adventure is 
always immediately in front of the action, observing every 
scene in the story and every event directly, as it is taking 
place. Although the character Nick is a witness of events 
and sometimes a participant in them, he does not take part 
in every aspect of the story, as does Adventure 's narrator. 
Sometimes Nick is told by other characters in the story 
about events and their ramifications, including the effects 


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they have on the mental and emotional states of characters. 

The narrator does not tell the story from the posi¬ 
tion of the reader, either, inspite of its claim in the 
introduction of being an extension of the reader ("I will be 
your hands and eyes”). The narrator is the go-between for 
the reader in the imaginary cave environment he or she can 
neither see nor touch. Yet in the course of the story it 
must become clear to the reader that the narrator is a com¬ 
pletely separate entity. It takes part in the action by 
carrying out the reader’s commands, but it does not describe 
how it carries out the commands and it never uses the '’we” 
form, even if it appears that the events should be happening 
to both reader and narrator since both are apparently moving 
through the cave together. It observes the actions of the 
reader with the same detached attitude as it observes the 
cave. The story, then, is told from the point of view of a 
robotic/computer, which is close to the events, observes the 
events, and even plays a role in the events, but which is 
totally unaffected by them. 

How much does the narrator know ? 

How much does this narrator, the reader's guide and 
body, actually know about the story? Omniscient narrators 
have access to many different types of information: thoughts 
and feelings of characters (and sometimes even of the 
author), being able to view the story from many different 
angles, shifting the point of view from one character to 


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149 


another or from one angle to another. The narrator appears 
to know the entire story from beginning to end, but chooses 
what portions of that story it will reveal to the reader at 
what point in time. Friedman refers to narrators who are 
characters in the story as "'I" as Witness* narrators. The 
author "hands his job completely over to another"29 anc ] does 
not have any direct voice in communicating the story at all. 
"The witness-narrator is a character on his own right within 
the story itself, more or less involved in the action, more 
or less acquainted with its chief personages, who speaks to 
the reader in the first person."30 Because of this, the 
witness-narrator should only know what the character would 
know; the character who serves as narrator can only tell 
about thoughts, feelings, and perceptions that the character 
could plausibly possess. Friedman calls this telling the 
story from the "wandering periphery."31 The protagonist in 
the story can also serve as narrator. The same logic 
applies as when the story is told from the point of view of 
a character who witnesses the story — the protagonist- 
narrator can only describe its own thoughts, feelings, and 
perceptions: it sources of information must be limited to 
those the protagonist in he story would have access to if 
the story were taking place in real life. In Selective 
Omniscience, ostensibly there is no narrator at all. The 
events are related as if they were in the process of going 
through the mind of the character. "Instead, therefore, of 
being allowed a composite of viewing angles, (the reader) is 


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150 


at the fixed center."32 The fi na i narrator-category of 
importance in determining the nature of the narrator in 
Adventure Friedman calls "The Camera. "33 p or him, this point 
of view appears to be the ultimate form of authorial exclu¬ 
sion. Here, the story is told as a series of events as if 
they were recorded by a mechanical medium, as if there were 
no selection or arrangement or shaping of a story. It is as 
if there was no interpretation of the story, no selection of 
what is important, no arrangement of the actions to exem¬ 
plify or reify meaning. The recording medium perceives 
events as they come within its means of perception. Its 
function is to "transmit unaltered a slice of life.'^ 1 * 

At first glance, it would seem as if the narrator- 
guide in Adventure does not know everything about the story. 
But scrutinizing the narrator’s role and comments more care¬ 
fully reveals certain discrepencies. In describing things 
to the reader, it always picks out only the most important 
things in the cave. It is selective and seems to have 
evaluated the objects and pathways around it; it does not 
give the reader any extraneous information. This suggests a 
knowledge of the cave that a true mechanical guide could not 
have, or could only have if it had been through the cave 
before and "knew" the cave, yet if the reader asks the guide 
about some other part of the cave not immediately in front 
of it, for example, "Find water," it says "I can only tell 
you what you see as you move about and manipulate things. I 
cannot tell you where remote things are. "35 The guide 


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151 


evidently does have some sort of memory of past events; it 
keeps track of objects the explorer needs, such as food and 
water, and it would seem to have enough intelligence to be 
able to make a judgement about the future: "You’d best start 
wrapping this up soon. "36 

The narrator in Adventure is similar in some ways to 
the "Camera" narrator Friedman discusses, but much more com¬ 
plicated. It carries out commands given by the reader. 
Without informing the reader how it completes tasks, on com¬ 
mand it opens locks, picks up and drops objects, aims and 
throws axes at the attacking dwarfs, moves the reader 
through the cave, keeps an inventory of objects it carries 
for the reader, etc. This suggest that it has a memory and 
the very least is capable of complex calculations. It is 
inanimate, like a robot with no feelings or mental states 
that are part of the story to be told. Yet, unlike the 
"Camera," this robotoid narrator does take an active part in 
the story. The reader sees the cave through the eyes of the 
narrator and manipulates the objects in the cave to make 
things happen through the narrator. The narrator has many 
of the same functions as the robot-computer of "2001": it 
can not only see, but see ahead, i.e. predict results that 
will take place in the future if a course of action taking 
place in the present should continue. 

You’re in cobble crawl. It is now pitch dark. If 

you proceed you will likely fall into a pit.37 


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3.) What channels of information does the narrator use to 
convey the story to the reader ? 

The main types of information the narrator uses to 
transmit the story are sensory: mostly visual, but also 
acoustical and tactile. Most information corresponds to 
what a person would see, hear, or feel in the described 
situation. The excerpts below illustrate how this sensory 
information is commonly expressed in Adventure . 

You are at a complex junction. A low hands and 
knees passage from the north joins a higher crawl 
from the east to make a walking passage going west 

The air is damp here.38 


You are in a magnificent cavern with a rushing 
stream, which cascades over a sparkling waterfall 
into a roaring whirlpool which disappers through a 
hole in the floor. ...39 

The reader needs this information to know where he or she i 
in the cave. Most of the story units give information for 
the reader to orient themselves spatially like this, but 
there is also a temporal aspect to the tale: time = moves. 
The narrator keeps track of the reader's supplies such as 
food, water, and light, and compares them to how many moves 
the reader has made. This is equated to the supposed time 
the reader has spent in the cave. It warns the reader, who 
must then leave the cave, solve the problem, or "die": 

Your lamp is getting dim. You'd best start wrapping 
this up, unless you can find some fresh batteries. 


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153 


I seem to recall there's a vending machine in the 
maze. Bring some coins with you. 2 * 0 

However, the narrator apparently has access to a 
much wider range of knowledge about the Adventure world than 
what it (or the reader) could logically see, hear, or feel. 
Examine the next excerpts: 

You are in the softroom. The walls are covered with 
heavy curtains, the floor with a thick pile carpet. 

Moss covers the ceiling. 

A small velvet pillow lies on the floor.^ 


This is the oriental room. Ancient oriental cave 
drawings cover the walls. ... 

There is a delicate, precious, Ming vase here!^2 

How did the narrator know enough to be able to iden¬ 
tify things it had never seen and places it had never been 
before? How did it know about the nature of the softroom, 
i.e. its softness, and why did it tell the reader instead of 
letting the reader come to his or her own conclusion about 
the nature of the room? In the examples above, "soft" is a 
hint to solving the problem of dropping the Ming Vase treas¬ 
ure in the building without it breaking. The solution is to 
first drop the velvet pillow, then to drop the vase on the 
velvet pillow. (Note: The narrator only understands the word 
"drop," not words like "carefully place" or "put.") 

Even more astonishing is the narrator's ability to 
bring "dead" readers back to life: 

(The reader has fallen into a pit, broken every bone 


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15M 


in his or her body, and is dead.) 

N: Do you want me to reincarnate you? 

P: yes 

N: All right. But don't blame me if something goes 

wr. 

-Poof!-You are engulfed in a cloud of 

orange smoke. Coughing and gasping, you emerge 
from the smoke ...^3 

It would appear that only an omniscient author could 
know where it is in the cave without having been there 
before, and select what turns out to be information the 
reader will need later to solve some puzzle. Omniscient 
narrators don't need to explain how they know or do things; 
they just do. They also don't need to justify their ability 
to raise the dead. The readers who consider the narrator to 
be the thoughts, words, and feelings of an author who is 
limited by technical constraints to short prompts feel that 
Adventure is written from the point of view of an omniscient 
narrator. The channels of information used to convey the 
story to the reader are consistent with an omniscient narra¬ 
tor, whether that narrator is the author, or a set of com¬ 
puter prompts that simply display which part of the program 
it is in at any given point, or the "God of the Adventure 
game," or the game itself talking to the reader. 

However, many readers do not see it that way. The 
channels of information used to communicate the story to the 
reader can also be interpreted as those of a narrator with 
limitations. If the reader considers the narrator to be a 
character, then the channels of information are those of 
some type of electronic guide with visual, aural, and 


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155 


tactile sensors, who has either been through the cave 
before, or has been programmed to recognize and interpret 
certain data. There have been enough sci-fi and fantasy 
stories and films about bionic people to even make the idea 
of a reincarnation through super-sophisticated technology 
(or magic!) seem conceivable. Judging by the information 
given, it is impossible to distinguish whether the narrator 
is an omniscient author or merely a character in the story. 

If one reads Adventure like one reads "normal" 
literature, then the narrating-prompts act as a character, a 
character who not only observes the situations and actions, 
but also takes part in them. The role it plays is that of 
robotic guide through a cave that humans cannot perceive for 
themselves. The types of information used to transmit the 
story are those of a robot which can see and touch the world 
around it, an electro-mechanical being which interprets the 
sensory data it receives for the human it is guiding, and 
which carries out the human’s commands, although it couldn't 
care less about either the human or the results. 

From around the time of Henry James to the present, 
writers have been concerned with "finding a centre," a 
"focus" for their stories. One solution was to limit the 
narrative vehicle by "framing the action inside the con¬ 
sciousness of one of the characters within the plot 
itself.Assuming that the reader considers the narrator 
to be some type of being, then the part of the story that is 
depicted is narrated by a character in the story. 


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156 


Almost by accident, it seems, the unsophisicated 
computer programmers/writers of Adventure have been able to 
limit the narrative vehicle as well as they have without 
being consciously concerned with doing so. Part of their 
success in this technical aspect of presenting the story is 
due to the presumed limitations of an electronic or mechani¬ 
cal, robot-like narrator. Unlike a human narrator, who 
presumably has a heart and soul, the mental or emotional 
states of an inanimate narrator have to be dealt with in a 
manner commensurate with their existence, i.e. minimally, if 
at all. In other words, the writers have, by default, come 
up with a limited narrative vehicle. 

In Adventure , the story does "tell itself;" the 
reader does find out only that type of infomation from the 
narrator to which either an omniscient author-narrator or a 
character-narrator (some type of electronic guide) could 
conceivably have access. Acting as the interface between the 
Adventure world and the reader, the narrator tells what it 
sees and knows. Although the way it expresses itself simu¬ 
lates peevishness and fussiness at times, this is the only 
emotion it imitates. Oth<= ioS ^n-Af 'no detectable feel¬ 

ings, so none are depicted in Adventure ; any emotions raised 
in Adventure are located in one character only — the 
reader. As such, they remain undepicted, though not neces¬ 
sarily unexpressed. Adventure is such a gripping tale that 
many reader-players find it impossible to read silently. 

They often groan, moan, whoop in elation, and talk to or 


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157 


yell at the computer. 

4.) AJ; what distance does the narrator place the reader from 
the story ? 

The answer to this final question, of the reader's 
distance from the story ("near, far, or shifting") is: never 
has the reader been so close to the story. One of the most 
captivating aspects of Adventure is the immediacy of the 
story: for the first time in printed literature, it is pos¬ 
sible for the basic temporal state of the story to be the 
continuous present. The narrator depicts the scenes and 
events in the cave either as they are in the process of hap¬ 
pening or immediately after they have taken place. The fol¬ 
lowing excerpt should illustrate how interactive fiction 
leads to a greater sense of "real-time" action: 

N: There is a tiny little plant in the pit, murmur¬ 

ing "water, water, ..." 

P: pour water 

N: The plant spurts into furious growth for a few 

seconds. 

You're in west pit. 

There is a 12-foot-tall beanstalk stretching up 
out of the pit, bellowing "water!! water!!" 1 *^ 

The reader not only observes scenes and events 
through the narrator as in "regular" literature, but can 
also have an influence on them, change them, manipulate 
them. In the above example, if the reader had not poured 
water on the plant, nothing would have changed; no matter 
how often he or she returned to west pit, no matter how long 


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158 


he or she stayed there, the little plant would have contin¬ 
ued murmuring "water, water" and stayed its same size. 
Although Adventure is a printed text, it is not a fixed text 
and without the reader's participation, the story would sim¬ 
ply not progress. All the narrator does is to present the 
reader with situations and carry out the reader's instruc¬ 
tions to it if it is able. In some sense, it is the reader 
who determines what the narrator sees, since the reader 
decides where to go in the cave. Although the readers' 
reactions to events, their mental and emotional states and 
responses, and the logic they used to solve the problems are 
not depicted, they are an integral part of what happens in 
Adventure ; nothing would take place without the reader's 
active involvement; without them there would be no story. 

The reader is closer to the story than ever before. 


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FOOTNOTES: 


POINT OF VIEW IN "ADVENTURE" 


1. Joseph Warren Beach, The Twentieth Century 
Novel: Studies in Technique (New York and London, 1932), 
p. 14. 


2. Charles Dickens, Hard Times (New York: Penguin 
Books, first published 1854; published in Penguin English 
Library 1969). 

3. Dickens, Hard Times , pp. 51-52 

4. Dickens, Hard Times, p. 53. 

5. Vladimir Nabokov, Lolita (Berkeley: Berkeley 
Medallion Books, 

6. Adventure , 11. 1449; 1434. 

7. Norman Friedman, "Point of View in Fiction," in: 
Philip Stevick, The Theory of the Novel (New York: The Free 
Press, 1967), pp. 1 0S— 137 . 

8. Friedman, "Point of View in Fiction," in: Stev¬ 
ick, The Theory of the Novel , pp. 118-119. 

9. Friedman, "Point of View in Fiction," in: Stev- 
ick, The Theory of the Novel , p. 85 

10. Henry James, The Art of the Novel : Critical 
Prefaces, ed. R.P. Blackmur (New York and London^ 1934), 

PP• 37—3 8. 

11. For a summary of the historical development of 
point of view, see Friedman's article, "Point of View in 
Fiction," in: Stevick, The Theory of the Novel, pp. 108- 
137. 


12. Friedman, "Point of View in Fiction," in: Stev¬ 
ick, The Theory of the Novel , pp. 110-111. 

13- Aristoteles, The Poetics , tras. W. Hamilton 
Fyfe (Cambridge: Harvard University Press, 1927), PP- 23, 

95. 


14. 

Haven, 1918) 

15. 

Stevick, p. 

16. 


Percy Lubbock, The Method of Henry James (New 
pp. 56-71• 

Mark Schorer, "Technique as Discovery," in: 
67. 

Adventure , 11. 1318; 1319; 1387; 1398-1401. 


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17. 

Adventure, 

11. 1430; 1-3. 

18. 

Adventure, 

1 . 1346. 

19. 

Adventure, 

11. 192; 1409; 1496. 

20 . 

Adventure, 

11. 1384; 1333; 1408; 1451-1453; 

1454; 1457 ; 

3wr~~ 


21. Stanley Kubrick, dir., 2001: A Space Odessey, 
UK:MGM, 1968. 


22. Joseph Weizenbaum, Eliza . The program "simu¬ 
lates" a Rogerian psycholanalyst. See The UNIX Programmer's 
Manual entry under "doctor." 

23. Thomas P. Dunn and Richard D. Erlich, Ed., The 
Mechanical God (Westport, Connecticut, London, England: 
Greenwood Press, 1982 ). Almost every article in this col¬ 
lection deals with the consequences of humans' dependence on 
machines. 


24. 

Currents," 

Brian Aldiss, "Robots: Low-Voltage Ontological 
in: The Mechanical God, p. 3-12. 

1977 

25. 

• 

George Lucas, dir., Star 

Wars, Lucasfilms, 

York 

26. F. Scott Fitzgerald, The 
: Charles Scribner's Sons, 1 92577 

Great Gatsby 

(New 


27. 

Adventure, 11 . 20-23. 





28. 

Adventure, 11. 25-27. 




ick, 

29. 

Theory 

Friedman, "Point of View 
of the Novel, p. 125. 

in 

Fiction," 

in: Stev- 

ick, 

30. 

Theory 

Friedman, "Point of View 
of the Novel, p. 125. 

in 

Fiction," 

in: Stev- 

ick, 

31. 

Theory 

Friedman, "Point of View 
of the Novel, p. 125. 

in 

Fiction," 

in: Stev- 

ick, 

32. 

Theory 

Friedman, "Point of View 
of the Novel, p. 128. 

in 

Fiction," 

in: Stev- 

ick, 

33. 

Theory 

Friedman, "Point of View 
of the Novel, p. 130-131- 

in 

Fiction," 

in: Stev- 

ick, 

34. 

Theory 

Friedman, "Point of View 
of the Novel, p. 130. 

in 

Fiction," 

in: Stev- 


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161 


35. 

Adventure, 

11 . 

1416-1417- 

36. 

Adventure, 

11 . 

1626-1627. 

37. 

Adventure, 

11 . 

312 ; 1346. 

38. 

Adventure, 

11 . 

112-114. 

39. 

Adventure, 

11 . 

168 - 170 . 

40. 

Adventure, 

11 . 

1612-1614. 

41. 

Adventure, 

11 . 

171-172; 1189 

42. 

Adventure, 

11 . 

173-174; 1295 

43. 

Adventure, 

11 . 

1452-1457. 

44. 

Friedman, " 

Point of View in 1 


Theory of the Novel , p. 112. 

45. Adventure . 11 . 1219; 1220 ; 322 ; 1221-1222. 


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READER RESPONSE 


In the opening chapters of this dissertation the 
emphasis was on Adventure * s affinities with traditional 
literature. First, the close relationship between play, 
games, and literature was explored. A discussion of the 
traditional literary models and narrative strategies that 
are used in its story followed. A comparison was made 
between Adventure , the first major literary work of the new 
computer medium, and the sixteenth century prose Novels of 
Chivalry and Adventure, particularly Amadis of Gaul , whose 
propagation came to be closely tied to the then new technol¬ 
ogy of the printing press. 

The fluid nature of the computer narrative created 
as Adventure is played has important ramifications for the 
function and construction of the text, as well as the role 
of the reader. Therefore, in the section on the narrator and 
point of view in Adventure , I began a refocus of attention 
from Adventure’s similarities to traditional literary models 
and techniques toward some of its differences. The narrator 
in Adventure acts as some type of character in the story, 
but has access only to that part of the story the reader 
directly activates. The narrator actually interacts ver¬ 
bally with the reader, responding to his or her commands to 
manipulate objects or move through the cave. In a sense, 
then, the text communicates with the reader through the nar¬ 
rator. (This idea is summed up nicely, I think, in a 

162 


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163 


message joke I saw displayed on screen, a UNIX "fortune 
cookie" that went something like this: "Ours is a strange 
relationship, for you are a person, whereas I am only a sen¬ 
tence.") 

In this chapter I will examine one of the major 
differences between conventional and interactive fiction: 
the role of the reader. The emphasis will be on the conse¬ 
quences of the reader's physically and imaginatively creat¬ 
ing part of the written text and deciding where (s)he wants 
to go in the cave, which objects to pick up or drop, and how 
to solve the problems (s)he encounters. This changes the 
way the reader "reads" the text and re-casts the reader as 
the co-author of any interactive text. It also means that 
the interactive text cannot be exhaustively consumed, not 
even theoretically. I shall also discuss the "closed loop" 
nature of the reader's response to interactive fiction, and 
compare it to the open loop nature of the reader's response 
to conventional written fiction. Because interactive fic¬ 
tion represents the first closed loop system in printed 
literature (i.e. a system which includes a feedback mechan¬ 
ism) , issues of authorial control and intention must be 
redefined vis-a-vis the traditional text. 


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164 


Textual Gaps 

One of the critical issues in studies of reader 
response is what is not written in the text itself, ideas 
that the reader fills in. Wolfgang Iser calls these 
"blanks” or "gaps" in the text. "They (the blanks in the 
text) indicate that the different segments of the text are 
to be connected, even though the text itself does not say 
so. They are the unseen joints of the text, an as they 
mark off schemata and textual perspectives from one another, 
they simultaneously trigger acts of ideation on the reader's 
part." 1 Iser uses an image from The Figure in the Carpet by 
Henry James^ to illustrate the concept.3 in James's story, 
the meaning of a literary work is compared to the complex 
designs in a Persian carpet. The patterns consist not only 
in the presence of the designs themselves, but in the back¬ 
ground or space surrounding and connecting various designs 
as well. According to Iser, meaning in a literary work is 
not only what is precisely formulated on the printed page; 
meaning can also be found in what is missing from the text. 
He believes meaning can only be grasped as an image, an 
image which provides the filling for what the textual pat¬ 
tern structures but leaves out. 1 * 

In the article "Interactive Fiction,' 0 Niesz and 
Holland observe that interactive fiction only superficially 
appears to fit Iser's model of reading. They observe: 

The interactive reader is not limited but (as in any 


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165 


text) free to respond in idiosyncratic or even 
bizarre ways ... the text simply provides materials 
which the reader has unlimited freedom to shape, 
edit, and assemble into an experience that is conge¬ 
nial to his own identity. The text then gives its 
own good, bad, or neutral feedback to the response 
the reader has brought to bear. 0 

I believe that the question of whether interactive 
fiction acts out Iser's model of reading is complicated and 
can not be answered in such a simple way. Iser's model does 
not apply to interactive fiction, but for reasons other than 
those Niesz and Holland suggest. 

First, the blanks and gaps in the traditional and 
interactive texts are different in nature. When a segment 
of the interactive text is displayed on the screen it is 
followed by emptiness, which the reader can fill with his or 
her own physical textual input (based on an imaginative 
response to the text as the reader perceives it). This is 
not the same as the text segments and gaps in traditional 
literature. In the conventional text, all the text segments 
and the gaps between the segments exist at all times in the 
text. The reader can read all of the segments of text, even 
if they have not filled in the gaps in meaning. The reader 
does not even know for sure where or if there are gaps in 
the text, since they are not textually distinct. In 
interactive fiction, the reader cannot continue reading 
without interpreting the blanks as (s)he can in a conven¬ 
tional text. Also, in interactive fiction, at least the 
physical gaps in the texts are clearly marked. After a seg¬ 
ment has been displayed on the screen, the computer waits 


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166 


for some type of reader input. The reader cannot simply 
read on and figure out what the missing link meant at some 
later point in the text. 

Second, Niesz and Holland are correct in saying that 
as long as the reader types in any reply whatsoever, (s)he 
will always receive some type of counter-response from the 
computer. The reader's input does fill in a physical blank 
in the text, and leads both to the display of some new tex¬ 
tual segment and the creation of a new textual blank. It 
does not mean, however, that the reader "has unlimited free¬ 
dom to shape, edit, and assemble (the textual materials) 
into an experience that is congenial to his own identity." 
While a blank in the physical text can be filled by some 
bizarre reader input, the gap in meaning will riot. This gap 
in meaning will be apparent to the reader, as the following 
Adventure script excerpt illustrates. 


N: 


R: 

N: 

R: 

N: 

R: 

N: 

R: 

N: 


R 

N 

R 


You are in a 20-foot depression floored with bare 
dirt. Set into the dirt is a strong steel grate 
mounted in concrete. A dry streambed leads into the 
depression. The grate is locked. 

Unlock grate 

The grate is now unlocked. 

Drop keys 
OK 

South 

You are in open forest, with a deep valley to one 
side. (The reader finds his way back to the slit.) 
Go in. 

I don't know in from out here. Use compass points 
or name something in the general direction you want 
to go. You're at slit in streambed. There are some 
keys on the ground here. 

Go grate. 

I don't know how to apply that word here. 

West 


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167 


N: You’re in forest. (Reader finds his way back to the 

slit, outside the grate.) 

R: East 

N: You're in forest. (Reader finds his way back to the 

slit again.) 

R: Through grate. 

N: I don't know that word. 

R: Go down. (Finally, the reader enters the cave.)' 

It is obvious that this reader was not satisfied with just 
any response to what he has typed in. Because he had to 
find his way back to the cave each time he went the wrong 
direction, this portion of text actually took him thirty-six 
moves instead of the nine I have depicted here. Repeatedly, 
he filled in the blanks in the text without completing the 
gap in meaning he perceived. Based on past experience of 
story and narrative structures as well as the conventions of 
playing Adventure , he knew it was highly probable that the 
author intended for the reader to unlock the grate with the 
keys he found in the building and enter the cave. He knew 
that he had not yet figured out and completed the specific 
blank the author placed in the text for the reader to fill. 
Unless readers solve the problems they face, parts of the 
text will be closed. 

My own image of interactive fiction is of a Persian 
carpet which runs under a locked door into another room, and 
is therefore only partly visible. The narrative patterns or 
structures consist of the text produced by the computer and 
the blanks which are then filled in by the reader. In addi¬ 
tion, the reader must also try to foresee or project the way 
the author must have intended the story patterns to 


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168 

continue. First, though, the reader must find the correct 
key to unlock each puzzle in order to complete the pattern 
(s)he perceived. 

The Reader as Author 

Stanley Fish, Wolfgang Iser, and Norman Holland all 
deal with the idea of the act of reading as readers "writ¬ 
ing" texts.® What they mean by this is that the meaning in a 
literary work is not contained in the written text itself 
because a written text is only "marks on a page." The mean¬ 
ing of the marks on the page must be created by each reader 
in his or her own mind. Todorov pictures the relationship 
of author, text, and reader^ thus: 

1. The author's account 4. The reader's account 

t r 

2. The imaginary universe 3* The imaginary universe 

evoked by the author —> constructed by the reader 

He calls the difference between stage 2 and 3 as significa¬ 
tion and symbolization.^ Fictional events are signified by 
the words in the text (i.e. the events depicted in the 
text), but the implications of the events are symbolized. 
"Signified facts are understood: all we need is knowledge of 
the language in which the text is written. Symbolized facts 
are interpreted; and interpretations vary from one subject 
to another."^ 1 


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In interactive fiction, Todorov's chain of connec¬ 
tions between the reader, the author, and the text form a 
closed loop. The gaps in the interactive text must be physi¬ 
cally filled in by the reader, which in turn activates new 
portions of the author’s imaginary world. 

1. The author's account 

2. The imaginary universe <-- 5. The reader’s text 

evoked by the author 

V T 

3. The imaginary universe 

constructed by the reader —> 4. The reader's account 

I have emphasized repeatedly that the interactive 
text is neither fixed on pages nor organized by the author 
in the conventional linear fashion. In interactive fiction 
the author structures the story materials to be activated 
dynamically, not in a linear story form. Each aspect of the 
story — objects that can be carried, vocabulary the program 
recognizes, locations, and treasures — is contained in a 
separate program subroutine or data structure. The reader 
is the co-author of the interactive text because these story 
aspects are activated by his or her input. Within certain 
constraints, the reader chooses which objects to carry and 
where to go in the cave (etc.), so the program reconstitutes 
the story materials (which have been provided by the author) 
at each move in accordance with the reader's input, but the 


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170 


reader is in charge of assembling the story. 

The re-constitution of story materials at the end of 
each narrative unit or move is not possible in a text that 
is fixed. As I described in the introduction, some attempts 
have been made to provide reader/text interaction in fixed- 
text books (for instance, the "Choose Your Own Adventure" or 
"You Are the Star" series). Such texts are tree-structured 
instead of linear, i.e. multiple pathways of story lines can 
branch from one single node. In a fixed text, it is possible 
to provide multiple story endings and plot options from 
which the reader can choose. For example, the children's 
"Choose Your Own Adventure" story, The Cave of Time, 12 has 
56 unique stories. However, the reader can function at most 
as an editor who decides the sequence of the pre- formulated 
parts of the text, not as an author whose ideas about a 
story create new text. 

The astronomical number of potential interactive 
texts a reader can create compared to those of fixed-text 
literature makes it qualitatively different from conven¬ 
tional literature. Because the interactive text is meant to 
be assembled step by step, it does not imply a particular 
reading; it is an infinitely plural, open text. Iser postu¬ 
lates an "implied reader" "*3 of conventional literature and a 
text which "asks" to be read in a particular way: "The text 
provokes certain expectations which in turn we project onto 
the text in such a way that we reduce the polysemantic pos¬ 
sibilities to a single interpretation in keeping with the 


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171 


expectations aroused, thus extracting an individual confi- 
gurative meaning."^ Even Fish, who believes that each 
reading experience is actually the "writing" of a new text 
argues against the "infinitely plural or open text." 1 ^ 

The great number of different texts that can be gen¬ 
erated with Adventure results from the various permutations 
and combinations of manipulations of objects and from the 
many different sequences by which places in the cave can be 
encountered. Strictly speaking the number of different 
texts must be infinite, since it is possible to travel in 
repetitive loops within the cave and because (as Holland and 
Niesz point out) ° the reader can type in any comment and 
elicit at least some response. However, a text containing 
great repetition or innumerable nonsense commands is likely 
to be quite boring, so one could reasonably argue that it is 
unfair to claim such an infinite range for Adventure . Even 
so, it is easy to demonstrate that, without resorting to 
repetitive loops and nonsense commands, the number of dis¬ 
tinct possible texts is immense. I asked a scientist of my 
acquaintance to give me a more exact idea of how many possi¬ 
ble texts there are in Adventure . This is what he had to 
say: 


As an illustrative example, consider just the "bat¬ 
tery maze" in Adventure . There are only twelve dif¬ 
ferent locations here, eleven of which are each con¬ 
nected to nine or ten of the others. For the sake 
of calculation, let us restrict the reader such that 
he or she passes through the entire maze from the 
outside to the battery chamber and back out again, 


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172 


without ever entering the same location more than 
twice (once while entering and once while exiting). 
This eliminates the possibility of repetitive loops. 
To exclude nonsense commands we can impose the 
further restriction that only commands having to do 
with movement within the cave and the dropping of 
objects are allowed. Even within these rather res¬ 
tricted conditions, the number of different ways to 
experience the battery maze (and hence the number of 
unique texts) is 187 billion trillions or 
186 , 777 , 870 , 000 , 000 , 000 , 000 , 000 . 

To appreciate just how large this number is, 
assume that a fast typist with a good knowledge of 
the maze could move through all twelve locations, 
dropping objects along the way, within thirty 
seconds. For such a person to experience the bat¬ 
tery maze exhaustively would require 197 trillion 
years, a period 13>000 times longer than the age of 
the universe. The inexhaustible nature of Adventure 
results not just from the limitation of the human 
lifespan, as one might have guessed, but also from 
such seemingly more generous constraints as the 
lifetime of the sun and the durability of the pro¬ 
ton . 1 ' 

(See appendix for complete analysis) 


Norman Holland has dealt with the way a reader's 
psychological make-up affects the interpretation of the con¬ 
ventional linear text. He writes: "Each reader recreates 
the original literary creation in terms of their own per¬ 
sonalities."^ Based on their interpretations, readers will 
"see" in the text almost exclusively what they want to see, 
or as Stanley Fish puts it: "The interpretation determines 
what will count as evidence for it, and the evidence is able 
to be picked out only because the interpretation has already 
been assumed." '9 

Regardless, however, of the number of independent 
interpretations there are of a given text, the linear or 
tree- structured text itself is permanent and unchanging. 

In interactive fiction, readers' interpretations of the 


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173 


story events taking place shape their succeeding responses 
and therefore shape the creation of the physical text, i.e. 
the marks on the page. Consider the following examples: 

One reader believed the treasures in the cave were 
left by the good wizard of a long-vanished civilization. 

The cave had been taken over by the wicked dwarves and 
trolls. The goal of the story was to solve all the problems 
in the cave, after which the long-lost secrets of the noble 
civilization would be revealed and truth, justice, beauty 
and magic would reign again. (This fantasy appears to draw 
on themes from fantasy literature such as Lord of the 
Rings^ 0 or LaGuinn's Earth - Sea Trilogy ).^ 1 The physical 
texts this reader created showed a variety of reading stra¬ 
tegies, including entire games spent only in exploration, 
puzzle-solving, or acquisition. 

Another reader, the camper-backpacker described ear¬ 
lier, imagined that careless spelunkers had left the treas¬ 
ures in the cave, much as she had experienced real-life 
careless campers leaving their garbage in the wilderness. 

She refused to see the creatures in the cave as evil; 
rather, they were a part of nature and merely defending 
their territory (much as a bear would in the real-life wild¬ 
erness she loves). She played the game, i.e. created new 
texts, accordingly. Basically, she wanted to clean up the 
cave. She picked up everything she found and was reluctant 
to drop anything. This meant that if she came across a 
treasure, such as the pile of gold coins, she would leave it 


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rather than drop the keys or food she was carrying. Hers 
was the only text I observed in which the birdcage was never 
dropped. The birdcage was the most important object in the 
cave for her, since she hoped to avoid killing animals by 
caging them. If she couldn't take the birdcage with her 
into one of the cave passages, she simply wouldn't go in 
that direction. Obviously, she created highly unusual, 
individualistic texts, texts that are not likely to be 
duplicated in their general form ever again by other 
read ers. 

Yet another reader interpreted taking the treasures 
in the cave as stealing them. This reader had had fantasies 
as a child of stealing the things she knew her parents could 
not buy. Stealing the treasures in the cave elicited both 
guilt and highly pleasurable feelings. From the texts she 
created, it was clear that each time this reader found a 
treasure, she would immediately retrace her steps, returning 
to the building as quickly as possible to deposit and 
thereby secure it. Scripts of her texts showed, for exam¬ 
ple, that she avoided the battery maze as long as possible. 
She was not interested in solving intricate problems, only 
in acquiring treasures. 

Each of these readers picked out a different theme 
in Adventure , and each created a physical text on the screen 
that reflected his or her particular theme. Adventure can 
be read as a story of exploration, of acquisition, of 
attempts at communicating with the narrator, of revenge, or 


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175 


any other number of ways. In each of these readings, the 
reader will create a correspondingly different written text. 
Stories and Supra - Stories 

One of the most interesting things to have come out 
of interviewing so many readers was discovering just how 
wide a range of readings is possible with a dynamically 
created text such as Adventure . Literary critics have 
looked at the theoretical problems posed by variance in 
interpretations of texts for many years. Norman Holland 
accounts for the wide range and contradictory interpreta¬ 
tions of texts as resulting from the intra-psychic dynamics 
of individual readers. 22 Stanley Fish uses the contradic¬ 
tory interpretations to support his contention that the 
literary experience should be studied, not only the literary 
text. 2 3 

In interactive fiction, the interpretations of the 
story events are so important and have such far-reaching 
effects on the reader’s construction of the physical text 
that they take on a shape and quality of their own. The 
magnitude of their importance gives them a new dimension 
compared to Todorov's ’’reader's account 1 ' in conventional 
fiction. Because they are complete stories on their own and 
distinguishable from the physical text they are created to 
explain, I would like to give them a specific designation. 

I do this to distinguish them conceptually from the story or 
events expressed in the text itself. I call the events 
expressed in the text the story, and the reader's story in 


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176 


their minds explaining these events, the supra - story . Modi¬ 
fying Todorov's diagram cited above even further, I would 
like to change "the reader's account" to "the reader's 
supra-story": 

1. The author's account 

V 

2. The imaginary universe <-- 5. The reader's text 

evoked by the author 

t r 

3. The imaginary universe —> 4. The reader's 

supra-story 

One supra-story can be the basis for readers writing 
many different texts. Using the examples above, the first 
reader's stories were the texts she created of exploring the 
cave, solving the puzzles, and acquiring the treasures. Her 
supra - story was the explanation that the treasures had been 
left by a good wizard of a long-vanished civilization which 
she could reinstate by solving all the problems in the cave. 
The second reader's stories were about collecting anything 
she could find in the cave and negotiating or trying to cage 
the cave creatures. The idea that bad spelunkers had left 
their junk in the cave and that the creatures in the cave 
were merely defending their territory was her supra - story . 

The motivation that accounts for the creation of 
supra- stories which are 1. complete in themselves and 2. 
are more than the texts they elicit and from which they in 


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177 


turn are elicited, is the basic psychological drive to 
establish context. 

Gregory Bateson based his famous "double-bind" 
theory on the idea that understanding of individual events, 
be they language, emotions, or relationships, only takes 
place within a given context.2^ If the message of the 
events contradicts the context, a double bind will occur. 

He writes that learning and experiencing occur "within a 
wider context — a metacontext if you will — and that this 
sequence of contexts is an open and conceivably infinite 
series ... what occurs within the narrow context ... will be 
affected by the wider context within which this smaller one 
has its being. "25 

Fish also uses the idea of context to explain the 
differences in interpretations of the same text. Events and 
language can only be understood within a situation. "There 
is never a time when assumptions are not in force."26 He 
shows that no sentence, event or utterance is unambiguous, 
because they can never not be in context.2? This is the 
basis of his assertion that what a reader sees in the text 
is a function not of what is "in the text" but of the 
reader's interpretive activities at a primary level, for 
interpretations are part of the context within which one 
reads a work. 

The fact that interactive fiction seems to elicit 
the construction of highly individual contexts from readers 
more powerfully than does conventional fiction can be 


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178 


understood for the following reasons: Readers must make the 
text happen. They must find patterns in the fictional 
events, because the physical gaps in the text mean that the 
textual patterns are incomplete. They must make fairly 
sophisticated assumptions in order to hazard guesses about 
completing the text. Many readers get intensely, emotion¬ 
ally involved in the fictional events because of their 
step-by-step activity in exploring the fictional world and 
mastering the fictional events. This can unlock strong 
feelings and memories of associated events from their own 
lives which they then build into the imaginary world they 
are creating. Finally, the fictional events in Adventure , 
for example, are only minimally explained, i.e. there is 
little context provided for the reader by the author. 

In this one sense, interactive fiction's quality of 
evoking emotionally charged and intellectually complete con¬ 
texts for the text makes it more similar to the open textu- 
ality of lyrical poetry than the tightly woven textual 
fabric of fiction. In fiction at least the story on the 
surface is depicted in the text; the reader knows what hap¬ 
pened because the fictional world is clearly laid out. This 
is not necessarily the case in lyrical poetry. Here the 
reader has to relate the metaphors, images, similes, and 
other rhetorical figures to his or her own experiences in 
order to figure out what the poem is even about. In lyrical 
poetry there are often as many blanks in the text as there 
are meanings. 


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In the openness of the text, Adventure seems to have 


a rather poetic quality of making readers imagine much more 
for themselves than is usually required in reading fiction. 
In both interactive fiction and lyrical poetry, readers must 
make up their own stories and explanations for the fictional 
events. 

Interactive fiction is unique in being a closed loop 
system of literature, as opposed to conventional, linear or 
tree- structured texts. Van Nostrand's Scientific Encyclo¬ 
pedia defines open and closed loop systems in the following 
fashion: 

A feedback loop or closed loop is a signal path 
which includes a forward path, a feedback path, and 
a summing point, and which forms a closed circuit. 

... By contrast, an open loop or open-loop control 
may be defined as a single path without feedback. 

For example, a process or machine that is prepro¬ 
grammed to function on a time basis and does not 
take into consideration continuous measurements of 
the end results as a criterion for adjusting the 
control system is open loop. 28 

Todorov's original diagram clearly depicts the 
open-loop nature of conventional literature. The reader's 
ideas and interpretations which have been elicited by the 
literary work have no effect on the literary work itself. 

In interactive fiction, though, the reader's interpretation 
forms the literary work. If a reader is reading Adventure 
as a story of exploration instead of one of acquisition, 

(s)he will only give the commands necessary to explore. The 
interactive text responds to a reader's feedback, therefore 


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180 

the reader and the interactive text form a closed loop sys¬ 
tem . 

1. The author's account 

V 

2. The imaginary universe <— 5. The reader's text 

evoked by the author 

* t 

3. The imaginary universe 

constructed by the reader —> 4. The reader's account 

As a closed loop system, the interactive text eli¬ 
cits, responds to, and is formed by the reader's feedback. 

As such, for the first time the reader has some means of 
checking whether (s)he has understood the author's inten¬ 
tions. If the reader doesn't read or understand the story 
at least roughly in the way the author intended, the story 
simply stops. Conversely, the reader's "correct" interpre¬ 
tation is rewarded by the elimination of obstacles, the 
acquisition of treasure, the freedom to move through the 
cave, etc. All of this is made possible by the fact that in 
interactive fiction, the way a reader responds to the text 
affects what comes next in the text. 

The closed loop nature of interactive fiction means 
that both the author and the reader gain a new type of con¬ 
trol over the text. The author exerts a measure of control 
over the reader's thinking and interpretation, because the 


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181 


story will stop if the reader doesn’t type in commands for 
story possibilities the program allows and solve the prob¬ 
lems in the way the author wishes. The reader gains control 
because (s)he can choose where to go in the cave and what to 
pick up, as well as whether (s)he will read the game and 
create corresponding texts of stories of acquisition, com¬ 
munication, or exploration. 


The Scientific Method in the Process of 
Reading Interactive Fiction 

One of the basic tenets of reader response theory is 
the idea that literary criticism should be the analysis of 
the readers* experience of a literary work. Wolfgang Iser 
observes: ’’Meaning is no longer an object to be described, 
but an effect to be experienced."29 Fish also emphasizes 
the need to analyze readers' acts of interpretation: 


The meaning they (the reader's activities) have is a 
consequence of their not being empty; for they 
include the making and revising of assumptions, the 
rendering and regretting of judgments, the coming to 
and abandoning of conclusions, the giving and with¬ 
drawing of approval, the specifying of causes, the 
asking of questions, the supplying of answers, the 
solving of puzzles. In a word, these activities are 
interpretive — rather than being preliminary to 
questions of value — and because they are interpre¬ 
tive, a description of them will also be, and 
without any additional step, an interpretation, not 
after the fact, but of the fact (of experiencing).3° 


The 

with Fish's 
literature. 


process of reading interactive fiction meshes 
analysis of the process of reading conventional 
But in interactive fiction, these acts (making 


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182 


and revising assumptions, rendering and regretting judg¬ 
ments, coming to and abandoning conclusions, etc.) are part 
of a specific framework of thought. Interactive fiction can 
almost be considered a type of training in decision-making 
based on a critical, self- questioning, reflective attitude 
toward problems. Combined with the feedback mechanism, 
which works as a means of testing one's hypotheses, the pro¬ 
cess of reading interactive fiction is like practicing the 
scientific method as a way of arriving at truth and as an 
approach to understanding life. 

In the section on the structural analysis of Adven¬ 
ture , I wrote of the scientific method's role as a principle 
or ethics of events. The scientific method is an integral 
aspect of the process of reading interactive fiction and 
accounts for a great part of its value. Each time the 
reader encounters another puzzle, creature, or object, it is 
like an experiment which provides an opportunity to confirm, 
reject, or revise the reader's interpretations. While play¬ 
ing Adventure , for example, readers test their interpreta¬ 
tion of the story and events many times over. If they can't 
solve a puzzle, they must face the fact that they don't have 
enough information, that they overlooked or misjudged the 
information they do have, or that their general view of the 
story, i.e. the supra-story they created, might be wrong. 
Again and again, they must consciously review precisely what 
they think, why they think it, and search for alternative 
ways to interpret the situation. Even as readers are 


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183 


totally involved in the imaginary world and making choices 
about it, they must maintain a critical attitude toward 
themselves and the fictional situations they confront. This 
is the fundamental attitude underlying the scientific 
method. 

Carl Sagan writes about science: 


It is only a tool. But it is by far the best tool 
we have, self-correcting, ongoing, applicable to 
everything. It has two rules. First: there are no 
sacred truths; all assumptions must be critically 
examined; arguments from authority are worthless. 
Second: whatever is inconsistent with the facts must 
be discarded or revised. We must understand the 
Cosmos as it is and not confuse how it is with how 
we wish it to be. The obvious is sometimes false; 
the unexpected is sometimes true."^ 1 


Holland and Niesz have concentrated on only one 
aspect of the scientific method implicit in the experience 
of reading interactive fiction, i.e. the experimental 
method. Because they have restricted their observations to 
the stage involved in testing ideas instead of viewing it as 
one part of the scientific method, they see this process as 
one of interactive fiction's limitations. 


This type of interactive fiction is clearly biased 
in favor of the experimental method and the optimism 
traditionally associated with it. By contrast, the 
reader of a traditional fictional text is likely to 
feel that her own additions or substitutions fall 
short. That is, a reader, whether of Charles Dick¬ 
ens or Henry James, is likely to feel that the fic¬ 
tional world she has inferred from the novel is in 
some final sense mysterious and unknowable, beyond 
her grasp, beyond that of even the most willing 
author. By contrast, the reader of a finite 
interactive text is likely to feel that she can know 


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and master this fictional universe. She is likely, 
in other words, to experience the optimism of the 
scientist at least as much as the mystery of art. 

The genre imitates action, rather than reflection, 
since if one makes a mistake and one's persona is 
killed, it is a simple matter to start over again. 

In a sense, the form intrinsic to the genre devalues 
the role of the individual persona and the need for 
reflection. As a corollary, once this kind of fin¬ 
ite interactive fiction has been mastered, it gen¬ 
erally ceases to hold the reader's interest...^ 2 


This argument would be fine if it were applied 
strictly to the solution of the puzzles themselves. First, 
some readers do experience the sense of mystery that Niesz 
and Holland would deny the genre, even with Adventure , a 
work they would probably classify as finite. This feeling 
that the cave is unknowable results not from any subtleties 
or deep meanings in the work, but from the apparent vastness 
of the cave and from the readers' uncertainty that they have 
experienced everything the story has to offer. It is signi¬ 
ficant that the authors of Adventure have encrypted the pub¬ 
lic domain version of the work, presumably to maintain this 
sense of mystery. It takes most people months to explore 
the Adventure cave, and yet Adventure is an old, relatively 
small program. I have watched many people playing Adven¬ 
ture , read many scripts, and have studied the program 
itself, and yet I myself am still surprised at new 
responses. The latest example took place when a new player 
found her way into the building and saw the food, water, 
lamp, and keys. Her immediate response was to type in ''Rub 
lamp." I was as surprised and delighted as she when the 
computer accepted her input and wrote back an appropriate, 


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supercilious comment about the uselessness of rubbing an 
electric flashlight. 

Second, solving a puzzle in interactive fiction is 
indeed like testing one's hypothesis in the scientific 
method; it is a means of determining if the hypothesis is 
correct (actually, to be exact, it determines if the 
hypothesis is not incorrect). But it does not say anything 
about why or how one arrived at the hypothesis. It says 
nothing about the assumptions and personal principles upon 
which the hypothesis was based. It also says nothing about 
the readers' process of re-evaluation and revision of ideas, 
a process which can be frustrating, but which is an impor¬ 
tant part of open-mindedness. The scientific method is a 
philosophy which includes, but is not restricted to, the 
idea of testing, through experiments, whether one’s ideas 
make sense. 

Interactive fiction has a strong contemplative qual¬ 
ity which Holland and Niesz have overlooked. It is not 
enough to think the problems through on a strictly intellec¬ 
tual basis. It is not possible to solve all the problems in 
this way, because so many of them are symbolic or emotional 
in nature, not intellectual. To solve such problems, readers 
must look inward and observe their own interpretive assump¬ 
tions, review the evidence, then ask themselves why they 
think the way they do. When they realize that the solution 
they proposed will not work, they must consider alternative 
solutions. 


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186 


In this process of introspection and self¬ 
observation, readers turn their thoughts to situations in 
their past when they made the same types of decisions or had 
the same feelings. Even in as light-hearted a work as 
Adventure , the scientific method inherent in the process of 
reading interactive fiction causes readers to reflect on 
themselves. When two or more people play together, this 
aspect of interactive fiction often leads to philosophical 
discussions. For example, when the backpacker player men¬ 
tioned earlier repeatedly was killed by dwarves because she 
didn't feel morally justified in killing them, she insisted 
there "must be good in every creature." Her partner replied 
that exactly this stance had caused her much unhappiness in 
life. They then discussed how best to recognize and deal 
with immoral people. Interactive fiction does imitate 
action, but it is equally a genre which elicits reflection 
and contemplation. 

Mistacco believes that the interpretive process is 
the way one derives "values and a basis for moral judg¬ 
ment, "33 involves one in a -critical review of the modes of 
intelligibility"^ and can have the effect of a "beneficial 
questioning of his or her own models for judgment."35 Hol¬ 
land writes of reading literature almost as if it were a 
therapeutic experience. For Iser, part of reading's value 
is its similarity to life; meaning is experienced through 
"the process of anticipation and retrospection, (and) the 
consequent unfolding of the text as a living event. ..."^ 


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(The experience of reading is) closely akin to the 
way in which we gather experience in life. And thus 
the "reality"of the reading experience can 
illuminate basic patterns of real experience. 37 

Of course, in interactive fiction the reader is not con¬ 
fronted with reality, but his or her relationship to the 
imaginary world imitates the relationship to the real one. 

In order to solve the problems, readers.must "critically 
examine" their assumptions and "discard or revise" any 
interpretation that proves to be inconsistent with the rules 
of the story. 

The reader’s choice-making, the "real-time" aspect 
of the step-by-step action, the necessity of making the 
events in the story happen, the risk-taking, and possibility 
of failure grips interactive fiction readers in its make- 
believe world. These are powerful effects for imitating 
"the way in which we gather experience in life." 

For the past several centuries, the scientific 
method, which is implicitly involved in reading interactive 
fiction, has been a powerful tool not only in understanding 
natural laws, but in understanding our place in the world as 
well as our own nature. In a discussion about the morality 
of science and its search for truth, Jacob Bronowski writes: 
"There is indeed no system of morality which does not set a 
high value on truth and on knowledge, above all on a cons¬ 
cious knowledge of oneself. "38 I think that there can be 
value in reading interactive fiction merely through the 
reader’s practicing in story-game form this contemplative, 


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questioning, critical philosophical attitude towards one's 
self and towards the problems and choices one faces. 

Recent works of interactive fiction make use of the 
puzzle-solving aspect inherent in the medium by imitating 
popular forms of literature that are also puzzle- and rule- 
based, especially science fiction and mystery literature. 
There is no reason why the interactive fiction medium should 
not produce works of high artistic value. I believe this 
will be achieved when authors learn to use its feedback 
mechanism for the subtle control of readers' thought 
processes, and especially when the contemplative, reflective 
qualities inherent in the medium are artistically exploited 
as the central literary experience. 


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189 


FOOTNOTES : READER RESPONSE 

1. Wolfgang Iser, The Act of Reading : A Theory of 
Aesthetic Response (Baltimore arid London: Johns HopicTris 
University Press, 1978). 

2. Henry James, "The Figure in the Carpet," in: The 
Complete Tales of Henry James, ed. Leon Edel (Philadelphia 
and New York: Il?54), pp. 273-316. 

3. Iser, The Act of Reading , pp. 3-10. 

4. Iser, The Act of Reading , p. 9 . 

5. Anthony Niesz and Norman Holland, "Interactive 
Fiction," Critical Inquiry , Vol. 11, No. 1, 1984. 

6 . Niesz and Holland, "Interactive Fiction," p.124 

7. Crowther and Woods, Adventure , 

8 . Stanley Fish, Is There a Text in This Class? 
(Cambridge: Harvard University 'Press, I 980 TT Wolfgang Iser, 
(New Haven and London: Yale University Press, 1975). 

9. Tsvetan Todorov, "Reading as Construction" in: 
The Reader in the Text : Essays on Audience and Interpreta¬ 
tion , ed. Susan Suleiman and Inge Crosraan (Princeton: 
Princeton University Press, 1980), p 73. 

10. Todorov, "Reading as Construction," p. 73. 

11. Todorov, "Reading as Construction," p. 73. 

12. Edward Packard, The Cave of Time (Toronto, New 
York, London, Sydney: Bantam Books, 1979). 

13. Wolfgang Iser, The Implied Reader : Patterns of 
Communication in Prose Fiction from Bunyan to Beckett (BaT^ 
timore: The Johns Hopkins University Press, 1974). 

14. Iser, The Implied Reader , p. 285. 

15. Stanley Fish, "Circumstances, Literal Language, 
Speech Acts, the Ordinary, the Everyday, The Obvious, What 
Goes without Saying and Other Special Cases," Critical 
Inquiry , Vol. 4, No. 4, 1978, p. 629. 

16. Niesz and Holland, "Interactive Fiction," p.124 

17. Jack Wathey. Personal Communication. 

18. Holland, Five Readers Reading, xii. 


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19. Fish, "Normal Circumstances," p. 627. 


20. J.R.R. Tolkien, The Lord of the Rings (New 
York: Ballantine Books, 1954). 

21. Ursula LaGuinn, The Earth - Sea Trilogy 

22. Niesz and Holland, "Interactive Fiction," p. 

121 . 


23. Stanley Fish, "Interpreting the Variorum, Crit- 
ical Inquiry , 1976. 

24. Gregory Bateson, Steps to an Ecology of Mind 
(New York: Ballantine Bocks, 1 $72)'. 

25. Bateson, Steps to an Ecology of Mind , pp. 245- 


26. Fish, "Normal Circumstances," p. 637. 

27. Fish, "Normal Circumstances," p. 637. 

28. Van Nostrand's Scientific Encyclopedia, Fifth 
Edition, E. Douglas ConsidTne (Newy YorTTj Cincinnati, 
Atlanta, Dallas, San Francisco, London, Toronto, Melbourne: 
Van Nostrand Reinhold Company), p. 1005. 

29. Iser, The Act of Reading , p. 10. 

30. Fish, "Interpreting the Variorum , p. 474. 

31. Carl Sagan, Cosmos (New York: Random House, 
1980 ), p. 333. 


32. Niesz and Holland, p. 122. 

33* Vicki Mistacco, "Reading The Immoralist: The 
Relevance of Narrative Roles," in: Theories of Reading , 
Looking , and Listening (London and Toronto: Associated 
University 'Presses, T581), p. 68. 

34. Mistacco, "Reading The Immoralist , p. 68. 

35. Mistacco, "Reading The Immoralist, p. 68. 


56. 

Iser , 

"The Implied 

Reader ," 

P- 

290 . 

37. 

Iser, 

"The Implied 

Reader," 

P- 

281. 


38. Jacob Bronowski, The Common Sense of Science 
(New York: Vintage Books, no date listed), p. 122. 


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APPENDIX A: COMPLETE DESCRIPTIONS 
OF LOCATIONS AND OBJECTS IN COLOSSAL CAVE 


1 1 You are standing at the end of a road before a 

small brick building. 

2 1 Around you is a forest. A small stream flows out 

of the building and 

3 1 down a gully. 

4 2 You have walked up a hill, still in the forest. 

The road slopes back 

5 2 down the other side of the hill. There is a 

building in the distance. 

6 3 You are inside a building, a well house for a 

large spring. 

7 4 You are in a valley in the forest beside a stream 

tumbling along a 

8 4 rocky bed. 

9 5 You are in open forest, with a deep valley to one 

side. 

10 6 You are in open forest near both a valley and a 

road. 

11 7 At your feet all the water of the stream splashes 

'into a 2-inch slit 

12 7 in the rock. Downstream the streambed is bare 

rock. 

13 8 You are in a 20-foot depression floored with bare 

dirt. Set into the 

14 8 dirt is a strong steel grate mounted in concrete. 

A dry streambed 

15 8 leads into the depression. 

16 9 You are in a small chamber beneath a 3x3 steel 

grate to the surface. 

17 9 A low crawl over cobbles leads inward to the west. 

18 10 You are crawling over cobbles in a low passage. 

There is a dim light 

19 10 at the east end of the passage. 

20 11 You are in a debris room filled with stuff washed 

in from the surface. 

21 11 A low wide passage with cobbles becomes plugged 

with mud and debris 

22 11 here, but an awkward canyon leads upward and west. 

A note on the wall 

23 11 says "magic word xyzzy". 

24 12 You are in an awkward sloping east/west canyon. 

25 13 You are in a splendid chamber thirty feet high. 

The walls are frozen 

26 13 rivers of orange stone. An awkward canyon and a 

good passage exit 

27 13 From east and west sides of the chamber. 

28 14 At your feet is a small pit breathing traces of 

white mist. An east 


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202 


29 

14 

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passage ends here except for a small crack leading 
on. 

You are at one end of a vast hall stretching for¬ 
ward out of sight to 

the west. There are openings to either side. 
Nearby, a wide stone 

staircase leads downward. The hall is filled with 
wisps of white mist 

swaying to and fro almost as if alive. A cold 
wind blows up the 

staircase. There is a passage at the top of a 
dome behind you. 

The crack is far too small for you to follow. 

You are on the east bank of a fissure slicing 
clear across the hall. 

The mist is quite thick here, and the fissure is 
too wide to jump. 

This is a low room with a crude note on the wall. 
The note says, 

"You won't get it up the steps". 

You are in the hall of the mountain king, with 
passages off in all 
directions. 

You are at the bottom of the pit with a broken 
neck . 

You didn't make it. 

The dome is unclimbable. 

You are at the west end of the twopit room. There 
is a large hole in 

the wall above-the pit at this end of the room. 

You are at the bottom of the eastern pit in the 
twopit room. There is 

a small pool of oil in one corner of the pit. 

You are at the bottom of the western pit in the 
twopit room. There is 

a large hole in the wall about 25 feet above you. 
You clamber up the plant and scurry through the 
hole at the top. 

You are on the west side of the fissure in the 
hall of mists. 

You are in a low n/s passage at a hole in the 
floor. The hole goes 
down to an e/w passage. 

You are in the south side chamber. 

You are in the west side chamber of the hall of 
the mountain king. 

A passage continues west and up here. 

>$< 

You can't get by the snake. 

You are in a large room, with a passage to the 
south, a passage to the 

west, and a wall of broken rock to the east. 

There is a large "y2" on 


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203 


62 33 A rock in the room's center. 

63 34 You are in a jumble of rock, with cracks every¬ 

where. 

64 35 You're at a low window overlooking a huge pit, 

which extends up out of 

65 35 sight. A floor is indistinctly visible over 50 

feet below. Traces of 

66 35 White mist cover the floor of the pit, becoming 

thicker to the right. 

6? 35 Marks in the dust around the window would seem to 

indicate that 

68 35 someone has been here recently. Directly across 

the pit from you and 

69 35 25 Feet away there is a similar window looking 

into a lighted room. A 

70 35 shadowy figure can be seen there peering back at 

you. 

71 36 You are in a dirty broken passage. To the east is 

a crawl. To the 

72 36 west is a large passage. Above you is a hole to 

another passage. 

73 37 You are on the brink of a small clean climbable 

pit. A crawl leads 

74 37 west. 

75 38 You are in the bottom of a small pit with a little 

stream, which 

76 38 Enters and exits through tiny slits. 

77 39 You are in a large room full of dusty rocks. 

There is a big hole in 

78 39 the floor. There are cracks everywhere, and a 

passage leading east. 

79 40 You have crawled through a very low wide passage 

parallel to and north 

80 40 of the hall of mists. 

81 41 You are at the west end of hall of mists. A low 

wide crawl continues 

82 41 west and another goes north. To the south is a 

little p ass sg e 6 feet 

83 41 Off the floor. 

84 42 You are in a maze of twisty little passages, all 

alike. 

85 43 You are in a maze of twisty little passages, all 

alike. 

86 44 You are in a maze of twisty little passages, all 

alike. 

87 45 You are in a maze of twisty little passages, all 

alike. 

88 46 Dead end 

89 47 Dead end 

90 48 Dead end 

91 49 You are in a maze of twisty little passages, all 

alike. 

92 50 You are in a maze of twisty little passages, all 


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204 


alike. 

93 51 You are in a maze of twisty little passages, all 

alike. 

94 52 You are in a maze of twisty little passages, all 

alike. 

95 53 You are in a maze of twisty little passages, all 

alike. 

96 54 Dead end 

97 55 You are in a maze of twisty little passages;-, all 

alike. 

98 56 Dead end 

99 57 You are on the brink of a thirty foot pit with a 

massive orange column 

100 57 down one wall. You could climb down here but you 

could not get back 

101 57 up. The maze continues at this level. 

102 58 Dead end 

103 59 You have crawled through a very low wide passage 

parallel to and north 

104 59 of the hall of mists. 

105 60 You are at the east end of a very long hall 

apparently without side 

106 60 chambers. To the east a low wide crawl slants up. 

To the north a 

107 60 round two foot hole slants down. 

108 61 You are at the west end of a very long featureless 

hall. The hall 

109 61 joins up with a narrow north/south passage. 

110 62 You are at a crossover of a high n/s passage and a 

low e/w one. 

111 63 Dead end 

112 64 You are at a complex junction. A low hands and 

knees passage from the 

113 64 north joins a higher crawl from the east to make a 

walking passage 

114 64 going west. There is also a large room above. 

The air is damp here. 

115 65 You are in bedquilt, a long east/west passage with 

holes everywhere. 

116 65 To explore at random select north, south, up, or 

down. 

117 66 You are in a room whose walls resemble swiss 

cheese. Obvious passages 

118 66 go west, east, ne, and nw. Part of the room is 

occupied by a large 

119 66 bedrock block. 

120 67 You are at the east end of the twopit room. The 

floor here is 

121 67 littered with thin rock slabs, which make it easy 

to descend the pits. 

122 67 There is a path here bypassing the pits to connect 

passages from east 

123 67 and west. There are holes all over, but the only 


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205 


big one is on the 

124 67 wall directly over the west pit where you can't 

get to it. 

125 68 You are in a large low circular chamber whose 

floor is an immense slab 

126 68 fallen from the ceiling (slab room). East and 

west there once were 

127 68 large passages, but they are now filled with 

boulders. Low small 

128 68 passages go north and south, and’the south one 

quickly bends west 

129 68 around the boulders. 

130 69 You are in a secret n/s canyon above a large room. 

131 70 You are in a secret n/s canyon above a sizable 

passage. 

132 71 You are in a secret canyon at a junction of three 

canyons, bearing 

133 71 north, south, and se. The north one is as tall as 

the other two 

134 71 combined. 

135 72 You are in a large low room. Crawls lead north, 

se, and sw. 

136 73 Dead end crawl. 

137 74 You are in a secret canyon which here runs e/w. 

It crosses over a 

138 74 very tight canyon 15 feet below. If you go down 

you may not be able 

139 74 to get back up. 

140 75 You are at a wide place in a very tight n/s 

canyon. 

141 76 The canyon here becomes too tight to go further 

south. 

142 77 You are in a tall e/w canyon. A low tight crawl 

goes 3 feet north and 

143 77 seems to open up. 

144 78 The canyon runs into a mass of boulders — dead 

end. 

145 79 The stream flows out through a pair of 1 foot 

diameter sewer pipes. 

146 79 It would be advisable to use the exit. 

147 80 You are in a maze of twisty little passages, all 

alike. 

148 81 Dead end 

149 82 Dead end 

150 83 You are in a maze of twisty little passages, all 

alike. 

151 84 You are in a maze of twisty little passages, all 

152 85 DeacTend 

153 86 Dead end 

154 87 You are in a maze of twisty little passages, all 

alike. 

155 88 You are in a long, narrow corridor stretching out 


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156 

88 

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of sight to the 

west. At the eastern end is a hole through which 
you can see a 
profusion of leaves. 

There is nothing here to climb. Use "up" or "out" 
to leave the pit. 

You have climbed up the plant and out of the pit. 
You are at the top of a steep incline above a 
large room. You could 

climb down here, but you would not be able to 

climb up. There is a 

passage leading back to the north. 

You are in the giant room. The ceiling here is 
too high up for your 

lamp to show it. Cavernous passages lead east, 
north, and south. On 

the west wall is scrawled the inscription, "fee 
fie foe foo" [sic]. 

The passage here is blocked by a recent cave-in. 
You are at one end of an immense north/south pas¬ 
sage. 

You are in a magnificent cavern with a rushing 
stream, which cascades 

over a sparkling waterfall into a roaring whirl¬ 
pool which disappears 

through a hole in the floor. Passages exit to the 
south and west. 

You are in the soft room. The walls are covered 
with heavy curtains, 

the floor with a thick pile carpet. Moss covers 
the ceiling. 

This is the oriental room. Ancient oriental cave 
drawings cover the 

walls. A gently sloping passage leads upward to 
the north, another 

passage leads se, and a hands and knees crawl 
leads west. 

You are following a wide path around the outer 
edge of a large cavern. 

Far below, through a heavy white mist, strange 
splashing noises can be 

heard. The mist rises up through a fissure in the 

ceiling. The path 

exits to the south and west. 

You are in an alcove. A small nw path seems to 
widen after a short 

distance. An extremely tight tunnel leads east. 

It looks like a very 

tight squeeze. An eerie light can be seen at the 
other end. 

You're in a small chamber lit by an eerie green 
light. An extremely 

narrow tunnel exits to the west. A dark corridor 


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207 


185 

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leads ne, 

You're in the dark-room. A corridor leading south 
is the only exit. 

You are in an arched hall. A coral passage once 
continued up and east 

from here, but is now blocked by debris. The air 
smells of sea water. 

You're in a large room carved out of sedimentary 
rock. The floor and 

walls are littered with bits of shells imbedded in 
the stone. A 

shallow passage proceeds downward, and a somewhat 
steeper one leads 

up. A low hands and knees passage enters from the 
south. 

You are in a long sloping corridor with ragged 
sharp walls. 

You are in a cul-de-sac about eight feet across. 
You are in an anteroom leading to a large passage 
to the east. Small 

passages go west and up. The remnants of recent 
digging are evident. 

A sign in midair here says "Cave under construc¬ 
tion beyond this point. 

Proceed at own risk. [Witt construction company]" 
You are in a maze of twisty little passages, all 
different. 

You are at Witt's end. Passages lead off in #all* 
directions. 

You are in a north/south canyon about 25 feet 
across. The floor is 

covered by white mist seeping in from the north. 

The walls extend 

upward for well over 100 feet. Suspended from 
some unseen point far 

above you, an enormous two-sided mirror is hanging 
parallel to and 

Midway between the canyon walls. (The mirror is 
obviously provided 

for the use of the dwarves, who as you know, are 
extremely vain.) A 

Small window can be seen in either wall, some 
fifty feet up. 

You're at a low window overlooking a huge pit, 
which extends up out of 

sight. A floor is indistinctly visible over 50 
feet below. Traces of 

white mist cover the floor of the pit, becoming 
thicker to the left. 

Marks in the dust around the window would seem to 
indicate that 

someone has been here recently. Directly across 
the pit from you and 


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208 


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25 Feet away there is a similar window looking 
into a lighted room. A 

shadowy figure can be seen there peering back at 
you. 

A large stalactite extends from the roof and 
almost reaches the floor 

below. You could climb down it, and jump from it 
to the floor, but 

having done so you would be unable to reach it to 
climb back up. 

You are in a little maze of twisting passages, all 
different. 

You are at the edge of a large underground reser¬ 
voir. An opaque cloud 

of white mist fills the room and rises rapidly 
upward. The lake is 

fed by a stream, which tumbles out of a hole in 
the wall about 10 feet 

overhead and splashes noisily into the water some¬ 
where within the 

Mist. The only passage goes back toward the 
south. 

Dead end 

You are at the northeast end of an immense room, 
even larger than the 

giant room. It appears to be a repository for the 
"adventure" 

program. Massive torches far overhead bathe the 
room with smoky 

yellow light. Scattered about you can be seen a 
pile of bottles (all 

of them empty), a nursery of young beanstalks mur¬ 
muring quietly, a bed 

of oysters, a bundle of black rods with rusty 
stars on their ends, and 

a collection of brass lanterns. Off to one side a 
great many dwarves 

are sleeping on the floor, snoring loudly. A sign 
nearby reads: "Do 

not disturb the dwarves!" An immense mirror is 
hanging against one 

wall, and stretches to the other end of the room, 
where various other 

sundry objects can be glimpsed dimly in the dis¬ 
tance . 

You are at the southwest end of the repository. 

To one side is a pit 

full of fierce green snakes. On the other side is 
a row of small 

wicker cages, each of which contains a little 
sulking bird. In one 

corner is a bundle of black rods with rusty marks 
on their ends. A 


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209 


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268 

126 


large number of velvet pillows are scattered about 
on the floor. A 

vast mirror stretches off to the northeast. At 
your feet is a large 

steel grate, next to which is a sign which reads, 
"Treasure vault. 

Keys in main office." 

You are on one side of a large, deep chasm. A 
heavy white mist rising 

up from below obscures all view of the far side. 

A sw path leads away 

from the chasm into a winding corridor. 

You are in a long winding corridor sloping out of 
sight in both 
directions. 

You are in a secret canyon which exits to the 
north and east. 

You are in a secret canyon which exits to the 
north and east. 

You are in a secret canyon which exits to the 
north and east. 

You are on the far side of the chasm. A ne path 
leads away from the 
chasm on this side. 

You're in a long east/west corridor. A faint rum¬ 
bling noise can be 
heard in the distance. 

The path forks here. The left fork leads 
northeast. A dull rumbling 

seems to get louder in that direction. The right 
fork leads southeast 

down a gentle slope. The main corridor enters 
from the west. 

The walls are quite warm here. From the north can 
be heard a steady 

roar, so loud that the entire cave seems to be 
trembling. Another 

passage leads south, and a low crawl goes east. 

You are on the edge of a breath-taking view. Far 
below you is an 

active volcano, from which great gouts of molten 
lava come surging 

out, cascading back down into the depths. The 
glowing rock fills the 

farthest reaches of the cavern with a blood-red 
glare, giving every¬ 
thing an eerie, macabre appearance. The air is 
filled with flickering 

sparks of ash and a heavy smell of brimstone. The 
walls are hot to 

the touch, and the thundering of the volcano 
drowns out all other 

sounds. Embedded in the jagged roof far overhead 


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210 


are myriad twisted 

269 126 formations composed of pure white alabaster, which 

scatter the murky 

270 126 light into sinister apparitions upon the walls. 

To one side is a deep 

271 126 gorge, filled with a bizarre chaos of tortured 

rock which seems to 

272 126 have been crafted by the devil himself. An 

immense river of fire 

273 126 crashes out from the depths of the volcano, burns 

its way through the 

274 126 gorge, and plummets into a bottomless pit far off 

to your left. To 

275 126 the right, an immense geyser of blistering steam 

erupts continuously 

276 126 from a barren- island in the center of a sulfurous 

lake, which bubbles 

277 126 ominously. The far right wall is aflame with an 

incandescence of its 

278 126 own, which lends an additional infernal splendor 

to the already 

279 126 hellish scene. A dark, foreboding passage exits 

to the south. 

280 127 You are in a small chamber filled with large 

boulders. The walls are 

281 127 very warm, causing the air in the room to be 

almost stifling from the 

282 127 heat. The only exit is a crawl heading west, 

through which is coming 

283 127 a low rumbling. 

284 128 You are walking along a gently sloping north/south 

passage lined with 

285 128 oddly shaped limestone formations. 

286 129 You are standing at the entrance to a large, bar¬ 

ren room. A sign 

287 129 posted above the entrance reads: "Caution! Bear 

in room!" 

288 130 You are inside a barren room. The center of the 

room is completely 

289 130 empty except for some dust. Marks in the dust 

lead away toward the 

290 130 far end of the room. The only exit is the way you 

came in. 

291 131 You are in a maze of twisting little passages, all 

different. 

292 132 You are in a little maze of twisty passages, all 

different. 

293 133 You are in a twisting maze of little passages, all 

different. 

294 134 You are in a twisting little maze of passages, all 

different. 

295 135 You are in a twisty little maze of passages, all 

different. 


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211 


296 136 

297 137 

298 138 

299 139 

300 140 

301 -1 
302 2 


You are in a twisty maze of little passages, all 
different. 

You are in a little twisty maze of passages, all 
different. 

You are in a maze of little twisting passages, all 
different. 

You are in a maze of little twisty passages, all 
different, 

Dead end 
End 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



APPENDIX 


304 2 

305 3 

306 4 

307 5 

308 6 

309 7 

310 8 

311 9 

312 10 

313 11 

314 13 

315 14 

316 15 

317 17 

318 18 

319 19 

320 23 

321 24 

322 25 

323 33 

324 35 

325 36 

326 39 

327 41 

328 57 

329 60 

330 61 

331 64 

332 66 

333 67 

334 68 

335 71 

336 74 

337 88 

338 91 

339 92 

340 95 

341 96 

342 97 

343 98 

344 99 

345 100 

346 101 

347 102 

348 103 

349 106 

350 108 


B: ABBREVIATED DESCRIPTIONS OF LOCATIONS AND 

OBJECTS IN COLOSSAL CAVE 


303 1 You're at end of road again. 

You're at hill in road. 

You're inside building. 

You're in valley. 

You're in forest. 

You're in forest. 

You're at slit in streambed. 

You're outside grate. 

You're below the grate. 

You're in cobble crawl. 

You're in debris room. 

You're in bird chamber. 

You're at top of small pit. 

You're in hall of mists. 

You're on east bank of fissure. 

You're in nugget of gold room. 

You're in hall of mt king. 

You're at west end of twopit room. 

You're in east pit. 

You’re in west pit. 

You're at "y2". 

You're at window on pit. 

You're in dirty passage. 

You're in dusty rock room. 

You're at west end of hall of mists. 

You're at brink of pit. 

You're at east end of long hall. 

You're at west end of long hall. 

You're at complex junction. 

You're in swiss cheese room. 

You're at east end of twopit room. 

You're in slab room. 

You're at junction of three secret canyons. 
You're in secret e/w canyon above tight canyon. 
You're in narrow corridor. 

You're at steep incline above large room. 

You're in giant room. 

You're in cavern with waterfall. 

You're in soft room. 

You're in oriental room. 

You're in misty cavern. 

You're in alcove. 

You're in plover room. 

You're in dark-room. 

You're in arched hall. 

You're in shell room. 

You're in anteroom. 

You're at witt's end. 


212 


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351 

109 

You're 

in 

mirror canyon. 

352 

110 

You're 

at 

window on pit. 

353 

111 

You're 

at 

top of stalactite. 

354 

113 

You're 

at 

reservoir. 

355 

115 

You're 

at 

ne end. 

356 

116 

You're 

at 

sw end. 

357 

117 

You're 

on 

sw side of chasm. 

358 

118 

You're 

in 

sloping corridor. 

359 

122 

You're 

on 

ne side of chasm. 

360 

123 

You're 

in 

corridor. 

361 

124 

You' re 

at 

fork in path. 

362 

125 

You're 

at 

junction with warm walls 

363 

126 

You’ re 

at 

breath-taking view. 

364 

127 

You're 

in 

chamber of boulders. 

365 

128 

You're 

in 

limestone passage. 

366 

129 

You’re 

in 

front of barren room. 

367 

368 

130 

-1 

You're 

in 

barren room. 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



APPENDIX C: NUMERICALLY CODED MAP OF COLOSSAL CAVE 


369 

370 

3 

1 

2 

2 

371 

1 

3 

3 

372 

1 

4 

5 

373 

1 

5 

6 

374 

1 

8 

63 

375 

2 

1 

2 

376 

2 

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6 

377 

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1 

3 

378 

3 

11 

62 

379 

3 

33 

65 

380 

3 

79 

5 

381 

4 

1 

4 

382 

4 

5 

6 

383 

4 

7 

5 

384 

4 

8 

63 

385 

5 

4 

9 

386 

5 

50005 

6 

387 

5 

6 

6 

388 

5 

5 

44 

389 

6 

1 

2 

390 

6 

4 

9 

391 

6 

5 

6 

392 

7 

1 

12 

393 

7 

4 

4 

394 

7 

5 

6 

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7 

8 

5 

396 

7 

595 

60 

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5 

6 

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8 

1 

12 

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7 

4 

400 

8 

303009 

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401 

8 

593 

3 

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303008 

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593 

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17 

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31 

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14 

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11 

303008 

63 

411 

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9 

64 

412 

11 

10 

17 

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12 

25 

414 

11 

3 

62 

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14 

31 

416 

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303008 

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12 

9 

64 


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19 

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46 



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45 



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44 

30 


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44 



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16 

46 


14 

30 



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44 

46 


13 

45 



19 

30 

- . 


29 




18 

19 

44 


20 

21 

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22 

44 

51 



18 

23 

24 

43 

19 

29 

44 



214 


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215 


418 

12 

11 

30 

43 

51 

419 

12 

13 

19 

29 

44 

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12 

14 

31 



421 

13 

303008 

63 



422 

13 

9 

64 



423 

13 

11 

51 

43 


424 

13 

12 

25 

44 

425 

13 

14 

23 

31 

426 

14 

303008 

63 



427 

14 

9 

64 



428 

14 

11 

51 



429 

14 

13 

23 

43 

34 

430 

14 

150020 

30 

31 

431 

14 

15 

30 

44 


432 

14 

16 

33 


433 

15 

18 

36 

46 

44 

434 

15 

17 

7 

38 

435 

15 

19 

10 

30 

45 

436 

15 

150022 

29 

31 

34 

437 

15 

14 

29 



438 

15 

34 

55 



439 

16 

14 

1 



440 

17 

15 

38 

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441 

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312596 

39 



442 

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412021 

7 


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443 

17 

412597 

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42 

444 

17 

27 

41 


45 

445 

18 

15 

38 

11 

446 

19 

15 

10 

29 

43 

447 

19 

311028 

45 

36 


448 

19 

311029 

46 

37 


449 

19 

311030 

44 

7 


450 

19 

32 

45 



451 

19 

35074 

49 



452 

19 

211032 

49 



453 

19 

74 

66 



454 

20 

0 

1 



455 

21 

0 

1 



456 

22 

15 

1 



457 

23 

67 

43 

42 


458 

23 

68 

44 

61 


459 

23 

25 

30 

31 


460 

23 

648 

52 



461 

24 

67 

29 

11 


462 

25 

23 

29 

11 


463 

25 

724031 

56 



464 

25 

26 

56 



465 

26 

88 

1 



466 

27 

312596 

39 



467 

27 

412021 

7 


43 

468 

27 

412597 

41 

42 

469 

27 

17 

41 



470 

27 

40 

45 




Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 


43 



216 


471 

27 

41 

44 


46 

472 

28 

19 

38 

11 

473 

28 

33 

45 

55 


474 

28 

36 

30 

52 


475 

29 

19 

38 

11 

45 

476 

30 

19 

38 

11 

43 

477 

30 

62 

44 

29 


478 

31 

524089 

1 



479 

31 

90 

1 



480 

32 

19 

1 



481 

33 

3 

65 



482 

33 

28 

46 


54 

483 

33 

34 

43 

53 

484 

33 

35 

44 



485 

33 

159302 

71 



486 

33 

100 

71 



487 

34 

33 

30 

55 


488 

34 

15 

29 



489 

35 

33 

43 

55 


490 

35 

20 

39 



491 

36 

37 

43 

17 


492 

36 

28 

29 

52 


493 

36 

39 

44 



494 

36 

65 

70 



495 

37 

36 

44 

17 

56 

496 

37 

38 

30 

31 

497 

38 

37 

56 

29 

11 

498 

38 

595 

60 

14 

30 

499 

39 

36 

43 

23 


500 

39 

64 

30 

52 

58 

501 

39 

65 

70 



502 

40 

41 

1 



503 

41 

42 

46 

29 

23 

504 

41 

27 

43 



505 

41 

59 

45 



506 

41 

60 

44 

17 


507 

42 

41 

29 



508 

42 

42 

45 



509 

42 

43 

43 



510 

42 

45 

46 



511 

42 

80 

44 



512 

43 

42 

44 



513 

43 

44 

46 



514 

43 

45 

43 



515 

44 

43 

43 



516 

44 

48 

30 



517 

44 

50 

46 



518 

44 

82 

45 



519 

45 

42 

44 



520 

45 

43 

45 



521 

45 

46 

43 



522 

45 

47 

46 



523 

45 

87 

29 

30 



4 5 


56 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



217 


524 

46 

45 

44 

11 

525 

47 

45 

43 

11 

526 

48 

44 

29 

11 

527 

49 

50 

43 


528 

49 

51 

44 


529 

50 

44 

43 


530 

50 

49 

44 


531 

50 

51 

30 


532 

50 

52 

46 


533 

51 

49 

44 


534 

51 

50 

29 


535 

51 

52 

43 


536 

51 

53 

46 


537 

52 

50 

44 


538 

52 

51 

43 


539 

52 

52 

46 


540 

52 

53 

29 


541 

52 

55 

45 


542 

52 

86 

30 


543 

53 

51 

44 


544 

53 

52 

45 


545 

53 

54 

46 


546 

54 

53 

44 

11 

547 

55 

52 

44 


548 

55 

55 

45 


549 

55 

56 

30 


550 

55 

57 

43 


551 

56 

55 

29 

11 

552 

57 

13 

30 

56 

553 

57 

55 

44 


554 

57 

58 

46 


555 

57 

83 

45 


556 

57 

84 

43 


557 

58 

57 

43 

11 

558 

59 

27 

1 


559 

60 

41 

43 

29 

560 

60 

61 

44 


561 

60 

62 

45 

30 

562 

61 

60 

43 


563 

61 

62 

45 


564 

61 

100107 

46 


565 

62 

60 

44 


566 

62 

63 

45 


567 

62 

30 

43 


568 

62 

61 

46 


569 

63 

62 

46 

11 

570 

64 

39 

29 

56 

571 

64 

65 

44 

70 

572 

64 

103 

45 

74 

573 

64 

106 

43 


574 

65 

64 

43 


575 

65 

66 

44 


576 

65 

80556 

46 



Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



577 

65 

68 

61 


578 

65 

80556 

29 


579 

65 

50070 

29 


580 

65 

39 

29 


581 

65 

60556 

45 


582 

65 

75072 

45 


583 

65 

71 

45 


584 

65 

80556 

30 


585 

65 

. 106 

30 


586 

66 

65 

47 


587 

66 

67 

44 


588 

66 

80556 

46 


589 

66 

77 

25 


590 

66 

96 

43 


591 

66 

50556 

50 


592 

66 

97 

72 


593 

67 

66 

43 


594 

67 

23 

44 

42 

595 

67 

24 

30 

31 

596 

68 

23 

46 


597 

68 

69 

29 

56 

598 

68 

65 

45 


599 

69 

68 

30 

61 

600 

69 

331120 

46 


601 

69 

119 

46 


602 

69 

109 

45 


603 

69 

113 

75 


604 

70 

71 

45 


605 

70 

65 

30 

23 

606 

70 

111 

46 


607 

71 

65 

48 


608 

71 

70 

46 


609 

71 

110 

45 


610 

72 

65 

70 


611 

72 

118 

49 


612 

72 

73 

45 


613 

72 

97 

48 

72 

614 

73 

72 

46 

17 

615 

74 

19 

43 


616 

74 

331120 

44 


617 

74 

121 

44 


618 

74 

75 

30 


619 

75 

76 

46 


620 

75 

77 

45 


621 

76 

75 

45 


622 

77 

75 

43 


623 

77 

78 

44 


624 

77 

66 

45 

17 

625 

78 

77 

46 


626 

79 

3 

1 


627 

80 

42 

45 


628 

80 

80 

44 


629 

80 

80 

46 



Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



219 


630 

80 

81 

43 



631 

81 

80 

44 

11 


632 

82 

44 

46 

11 


633 

83 

57 

46 



634 

83 

84 

43 



635 

83 

85 

44 



636 

84 

57 

45 



637 

84 

83 

44 



638 

84 

114 

50 



639 

85 

83 

43 

11 


640 

86 

52 

29 

11 


641 

87 

45 

29 

30 

43 

642 

88 

25 

30 

56 

643 

88 

20 

39 



644 

88 

92 

44 

27 


645 

89 

25 

1 



646 

90 

23 

1 



647 

91 

95 

45 

73 

23 

648 

91 

72 

30 

56 


649 

92 

88 

46 



650 

92 

93 

43 



651 

92 

94 

45 



652 

93 

92 

46 

27 

11 

653 

94 

92 

46 

27 

23 

654 

94 

309095 

45 

3 

73 

655 

94 

611 

45 



656 

95 

94 

46 

11 


657 

95 

92 

27 



658 

95 

91 

44 



659 

96 

66 

44 

11 


660 

97 

66 

48 



661 

97 

72 

44 

17 


662 

97 

98 

29 

45 

73 

663 

98 

97 

46 

72 


664 

98 

99 

44 



665 

99 

98 

50 

73 


666 

99 

301 

43 

23 


667 

99 

100 

43 


11 

668 

100 

301 

44 

23 

669 

100 

99 

44 



670 

100 

159302 

71 



671 

100 

33 

71 



672 

100 

101 

47 

22 


673 

101 

100 

46 

71 

11 

674 

102 

103 

30 

74 

11 

675 

103 

102 

29 

38 


676 

103 

104 

30 



677 

103 

114618 

46 



678 

103 

115619 

46 



679 

103 

64 

46 

74 


680 

104 

103 

29 


681 

104 

105 

30 



682 

105 

104 

29 

11 



Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



220 


683 

105 

103 

74 

684 

106 

64 

29 

685 

106 

65 

44 

686 

106 

108 

43 

687 

107 

131 

46 

688 

107 

132 

49 

689 

107 

133 

47 

690 

107 

134 

48 

691 

107 

135 

29 

692 

107 

136 

50 

693 

107 

137 

43 

694 

107 

138 

44 

695 

107 

139 

45 

696 

107 

61 

30 

697 

108 

95556 

43 

698 

108 

106 

43 

699 

108 

626 

44 

700 

109 

69 

46 

701 

109 

113 

45 

702 

110 

71 

44 

703 

110 

20 

39 

704 

111 

70 

45 

705 

111 

40050 

30 

706 

111 

50053 

30 

707 

111 

45 

30 

708 

112 

131 

49 

709 

112 

132 

45 

710 

112 

133 

43 

711 

112 

134 

50 

712 

112 

135 

48 

713 

112 

136 

47 

714 

112 

137 

44 

715 

112 

138 

30 

716 

112 

139 

29 

717 

112 

140 

46 

718 

113 

109 

46 

719 

114 

84 

48 

720 

1 15 

116 

49 

721 

116 

115 

47 

722 

116 

593 

30 

723 

117 

118 

49 

724 

117 

233660 

41 

725 

117 

332661 

41 

726 

117 

303 

41 

727 

117 

332021 

39 

728 

117 

596 

39 

729 

118 

72 

30 

730 

118 

117 

29 

731 

119 

69 

45 

732 

119 

653 

43 

733 

120 

69 

45 

734 

120 

74 

43 

735 

121 

74 

43 


45 46 47 48 

75 

39 56 

11 109 

42 69 47 

11 
7 

11 


49 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



2 21 


736 

121 

653 

45 

7 


737 

122 

123 

47 



738 

122 

233660 

41 

42 

69 

739 

122 

303 

41 



740 

122 

596 

39 



741 

122 

124 

77 



742 

122 

126 

28 



743 

122 

129 

40 



744 

123 

122 

44 



745 

123 

124 

43 

77 


746 

123 

126 

28 



747 

123 

129 

40 



748 

124 

123 

44 



749 

124 

125 

47 

36 


750 

124 

128 

48 

37 

30 

751 

124 

126 

28 



752 

124 

129 

40 



753 

125 

124 

46 

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754 

125 

126 

45 

28 


755 

125 

127 

43 

17 


756 

126 

125 

46 

23 

11 

757 

126 

124 

77 



758 

126 

610 

30 

39 


759 

127 

125 

44 

11 

17 

760 

127 

124 

77 



761 

127 

126 

28 



762 

128 

124 

45 

29 

77 

763 

128 

129 

46 

30 

40 

764 

128 

126 

28 



765 

129 

128 

44 

29 


766 

129 

124 

77 



767 

129 

130 

43 

19 

40 

768 

129 

126 

28 



769 

130 

129 

44 

11 


770 

130 

124 

77 



771 

130 

126 

28 



772 

131 

107 

44 



773 

131 

132 

48 



774 

131 

133 

50 



775 

131 

134 

49 



776 

131 

135 

47 



777 

131 

136 

29 



778 

131 

137 

30 



779 

131 

138 

45 



780 

131 

139 

46 



781 

131 

112 

43 



782 

132 

107 

50 



783 

132 

131 

29 



784 

132 

133 

45 



785 

132 

134 

46 



786 

132 

135 

44 



787 

132 

136 

49 



788 

132 

137 

47 




Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



222 


789 

132 

138 

43 

790 

132 

139 

30 

791 

132 

112 

48 

792 

133 

107 

29 

793 

133 

131 

30 

794 

133 

132 

44 

795 

133 

134 

47 

796 

133 

135 

49 

797 

133 

136 

43 

798 

133 

137 

45 

799 

133 

138 

50 

800 

133 

139 

48 

801 

133 

112 

46 

802 

134 

107 

47 

803 

134 

131 

45 

804 

134 

132 

50 

805 

134 

133 

48 

806 

134 

135 

43 

807 

134 

136 

30 

808 

134 

137 

46 

809 

134 

138 

29 

810 

134 

139 

44 

811 

134 

112 

49 

812 

135 

107 

45 

813 

135 

131 

48 

814 

135 

132 

30 

815 

135 

133 

46 

816 

135 

134 

43 

817 

135 

136 

44 

818 

135 

137 

49 

819 

135 

138 

47 

820 

135 

139 

50 

821 

135 

112 

29 

822 

136 

107 

43 

823 

136 

131 

44 

824 

136 

132 

29 

825 

136 

133 

49 

826 

136 

134 

30 

827 

136 

135 

46 

828 

136 

137 

50 

829 

136 

138 

48 

830 

136 

139 

47 

831 

136 

112 

45 

832 

137 

107 

48 

833 

137 

131 

47 

834 

137 

132 

46 

835 

137 

133 

30 

836 

137 

134 

29 

837 

137 

135 

50 

838 

137 

136 

45 

839 

137 

138 

49 

840 

137 

139 

43 

841 

137 

112 

44 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



APPENDIX D: PROGRAM VOCABULARY 


864 

4 


865 

2 

road 

866 

2 

hill 

867 

3 

enter 

868 

4 

upstr 

869 

5 

downs 

870 

6 

fores 

871 

7 

forwa 

872 

7 

conti 

873 

7 

onwar 

874 

8 

back 

875 

8 

retur 

876 

8 

retre 

877 

9 

valle 

878 

10 

stair 

879 

11 

out 

880 

11 

outsi 

881 

11 

exit 

882 

11 

leave 

883 

12 

build 

884 

12 

house 

885 

13 

gully 

886 

14 

strea 

887 

15 

rock 

888 

16 

bed 

889 

17 

crawl 

890 

18 

cobbl 

891 

19 

inwar 

892 

19 

insid 

893 

19 

in 

894 

20 

surf a 

895 

21 

null 

896 

21 

nowhe 

897 

22 

dark 

898 

23 

passa 

899 

23 

tunne 

900 

24 

low 

901 

25 

canyo 

902 

26 

awkwa 

903 

27 

giant 

904 

28 

view 

905 

29 

upwar 

906 

29 

up 

907 

29 

u 

908 

29 

above 

909 

29 

ascen 

910 

30 

d 

911 

30 

downw 

912 

30 

down 


223 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



224 


913 

30 

desce 

914 

31 

pit 

915 

32 

outdo 

916 

33 

crack 

917 

34 

steps 

918 

35 

dome 

919 

36 

left 

920 

37 

right 

921 

38 

hall 

922 

39 

jump 

923 

40 

barr e 

924 

41 

over 

925 

42 

acros 

926 

43 

east 

927 

43 

e 

928 

44 

west 

929 

44 

w 

930 

45 

north 

931 

45 

n 

932 

46 

south 

933 

46 

s 

934 

47 

ne 

935 

48 

se 

936 

49 

sw 

937 

50 

nw 

938 

51 

debri 

939 

52 

hole 

940 

53 

wall 

941 

•54 

broke 

942 

55 

y2 

943 

56 

climb 

944 

57 

look 

945 

57 

ex ami 

946 

57 

touch 

947 

57 

descr 

948 

58 

floor 

949 

59 

room 

950 

60 

slit 

951 

61 

slab 

952 

61 

slabr 

953 

62 

xyzzy 

954 

63 

depre 

955 

64 

entra 

956 

65 

plugh 

957 

66 

secre 

958 

67 

cave 

959 

69 

cross 

960 

70 

bedqu 

961 

71 

plove 

962 

72 

orien 

963 

73 

caver 

964 

74 

shell 

965 

75 

reser 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



225 


966 

76 

main 






967 

76 

off ic 






968 

77 

fork 






969 

1001 

keys 






970 

1001 

key 






971 

1002 

lamp 






972 

1002 

headl 






973 

1002 

lante 






974 

1003 

grate 






975 

1004 

cage 






976 

1005 

wand 






977 

1005 

rod 






978 

1006 

wand 






979 

1006 

rod (must 

be next object after "real" rod) 

980 

1007 

steps 






981 

1008 

bird 






982 

1009 

door 






983 

1010 

pillo 






984 

1010 

velve 






985 

1011 

snake 






986 

1012 

f issu 






987 

1013 

table 






988 

1014 

clam 






989 

1015 

oyste 






990 

1016 

magaz 






991 

1016 

issue 






992 

1016 

spelu 






993 

1016 

"spel 






994 

1017 

dwarf 






995 

1017 

dwarv 






996 

1018 

knife 






997 

1018 

knive 






998 

1019 

food 






999 

1019 

ratio 






1000 

1020 

bottl 






1001 

1020 

jar 






1002 

1021 

water 






1003 

1021 

h2o 






1004 

1022 

oil 






1005 

1023 

mirro 






1006 

1024 

plant 






1007 

1024 

beans 






1008 

1025 

plantCmust 

be 

next 

object 

after "real" 

plant) 

1009 

1026 

stala 






1010 

1027 

shado 






1011 

1027 

f igur 






1012 

1028 

axe 






1013 

1029 

drawi 






1014 

1030 

pirat 






1015 

1031 

dr ago 






1016 

1032 

chasm 






1017 

1033 

troll 






1018 

1034 

trolHmust 

be 

next 

object 

after "real" 

troll) 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



1019 

1035 

bear 

1020 

1036 

messa 

1021 

1037 

volca 

1022 

1037 

geyse(same as volcano) 

1023 

1038 

machi 

1024 

1038 

vendi 

1025 

1039 

batte 

1026 

1040 

carpe 

1027 

1040 

moss 

1028 

1050 

gold 

1029 

1050 

nugge 

1030 

1051 

d i am o 

1031 

1052 

silve 

1032 

1052 

bars 

1033 

1053 

jewel 

1034 

1054 

coins 

1035 

1055 

chest 

1036 

1055 

box 

1037 

1055 

treas 

1038 

1056 

eggs 

1039 

1056 

egg 

1040 

1056 

nest 

1041 

1057 

tride 

1042 

1058 

vase 

1043 

1058 

ming 

1044 

1058 

shard 

1045 

1058 

potte 

1046 

1059 

emera 

1047 

1060 

plati 

1048 

1060 

pyr am 

1049 

1061 

pearl 

1050 

1062 

rug 

1051 

1062 

persi 

1052 

1063 

spice 

1053 

1064 

chain 

1054 

2001 

carry 

1055 

2001 

take 

1056 

2001 

keep 

1057 

2001 

catch 

1058 

2001 

steal 

1059 

2001 

captu 

1060 

2001 

get 

1061 

2001 

tote 

1062 

2002 

drop 

1063 

2002 

relea 

1064 

2002 

free 

1065 

2002 

disca 

1066 

2002 

dump 

1067 

2003 

say 

1068 

2003 

chant 

1069 

2003 

sing 

1070 

2003 

utter 

1071 

2003 

mumbl 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



1072 2004 unloc 

1073 2004 open 

1074 2005 nothi 

1075 2006 lock 

1076 2006 close 

1077 2007 light 

1078 2007 on 

1079 2008 extin 

1080 2008 off 

1081 2009 wave 

1082 2009 shake 

1083 2009 swing 

1084 2010 calm 

1085 2010 placa 

1086 2010 tame 

1087 2011 walk 

1088 2011 run 

1089 2011 trave 

1090 2011 go 

1091 2011 proce 

1092 2011 conti 

1093 2011 explo 

1094 2011 goto 

1095 2011 folio 

1096 2011 turn 

1097 2012 attac 

1098 2012 kill 

1099 2012 slay 

1100 2012 fight 

1101 2012 hit 

1102 2012 strik 

1103 2013 pour 

1104 2014 eat 

1105 2014 devou 

1106 2015 drink 

1107 2016 rub 

1108 2017 throw 

1109 2017 toss 

1110 2018 quit 

1111 2019 find 

1112 2019 where 

1113 2020 inven 

1114 2021 feed 

1115 2022 fill 

1116 2023 blast 

1117 2023 deton 

1118 2023 ignit 

1119 2023 blowu 

1120 2024 score 

1121 2025 fee 

1122 2025 fie 

1123 2025 foe 

1124 2025 foo 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



1125 2025 fum 

1126 2026 brief 

1127 2027 read 

1 128 2027 perus 
1 129 2028 break 
1 130 2028 shatt 

1131 2028 smash 

1132 2029 wake 

1133 2029 distu 

1134 2030 suspe 

1135 2030 pause 

1136 2030 save 

1137 2031 hours 

1138 3001 fee 

1139 3002 fie 

1140 3003 foe 

1141 3004 foo 

1142 3005 fum 

1143 3050 sesam 

1144 3050 opens 

1145 3050 abra 

1146 3050 abrac 

1147 3050 shaza 

1148 3050 hocus 

1149 3050 pocus 

1150 3051 help 

1151 3051 ? 

1152 3064 tree 

1153 3064 trees 

1154 3066 dig 

1155 3066 excav 

1156 3068 lost 

1157 3069 mist 

1158 3079 fuck 

1159 3139 stop 

1160 3142 info 

1161 3142 infor 

1162 3147 swim 

1163 -1 


Reproduced with permission 


of the copyright owner. Further reproduction prohibited without permission. 



APPENDIX E: 


1164 5 

1165 1 

1166 000 

1167 2 

1168 000 
1169 100 

1170 3 

1171 000 

1172 100 

1173 4 

1174 000 

1175 5 

1176 000 

1177 6 

1178 000 

1179 7 

1180 000 
1181 100 
1182 8 

1183 000 

1184 100 

1185 9 

1186 000 

1187 100 

1188 10 

1189 000 

1190 11 

1191 000 

1192 100 

1193 12 

1194 000 

1195 100 

1196 200 

1197 13 

1198 000 
1199 000 

1200 14 

1201 000 

1202 15 

1203 000 

1204 100 


Set of keys 

There sre some keys on the ground here. 

Brass lantern 

There is a shiny brass lamp nearby. 

There is a lamp shining nearby. 

♦Grate 

The grate is locked. 

The grate is open. 

Wicker cage 

There is a small wicker cage discarded nearby. 
Black rod 

A three foot black rod with a rusty star on an end 
lies nearby. 

Black rod 

A three foot black rod with a rusty mark on an end 
lies nearby. 

♦Steps 

Rough stone steps lead down the pit. 

Rough stone steps lead up the dome. 

Little bird in cage 

A cheerful little bird is sitting here singing. 
There is a little bird in the cage. 

♦Rusty door 

The way north is barred by a massive, rusty, iron 
door. 

The way north leads through a massive, rusty, iron 
door. 

Velvet pillow 

A small velvet pillow lies on the floor. 

♦Snake 

A huge green fierce snake bars the way! 

>$< (Chased away) 

♦Fissure 

>$< 

A crystal bridge now spans the fissure. 

The crystal bridge has vanished! 

♦Stone tablet 

A massive stone tablet imbedded in the wall reads: 
"Congratulations on bringing light into the dark¬ 
room !" 

Giant clam >grunt!< 

There is an enormous clam here with its shell 
tightly closed. 

Giant oyster >groan!< 

There is an enormous oyster here with its shell 
tightly closed. 

Interesting. There seems to be something written 
on the underside of 


229 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



230 


1205 100 The oyster. 

1206 16 "Spelunker today" 

1207 000 There are a few recent issues of "Spelunker today" 

magazine here. 

1208 19 Tasty food 

1209 000 There is food here. 

1210 20 Small bottle 

1211 000 There is a bottle of water here. 

1212 100 There is an empty bottle here. 

1213 200 There is a bottle of oil here. 

1214 21 Water in the bottle 

1215 22 Oil in the bottle 

1216 23 *Mirror 

1217 000 >$< 

1218 24 »Plant 

1219 000 There is a tiny little plant in the pit, murmuring 

"water, water, ..." 

1220 100 The plant spurts into furious growth for a few 

seconds. 

1221 200 There is a 12-foot-tall beanstalk stretching up 

out of the pit, 

1222 200 Bellowing "water!! water!!" 

1223 300 The plant grows explosively, almost filling the 

bottom of the pit. 

1224 400 There is a gigantic beanstalk stretching all the 

way up to the hole. 

1225 500 You've over-watered the plant! It's shriveling 

up! It's, it's... 

1226 25 *Phony plant (seen in twopit room only when tall 

enough) 

1227 000 >$< 

1228 100 The top of a 12-foot-tall beanstalk is poking out 

of the west pit. 

1229 200 There is a huge beanstalk growing out of the west 

pit up to the hole. 

1230 26 *Stalactite 

1231 000 >$< 

1232 27 *Shadowy figure 

1233 000 The shadowy figure seems to be trying to attract 

your attention. 

1234 28 Dwarf's axe 

1235 000 There is a little axe here. 

1236 100 There is a little axe lying beside the bear. 

1237 29 *Cave drawings 

1238 000 >$< 

1239 30 *Pirate 

1240 000 >$< 

1241 31 *Dragon 

1242 000 A huge green fierce dragon bars the way! 

1243 100 Congratulations! You have just vanquished a dra¬ 

gon with your bare 

1244 100 Hands! (unbelievable, isn't it?) 

1245 200 The body of a huge green dead dragon is lying off 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



1246 

32 

1247 

000 

1248 

000 

1249 

100 

1250 

100 

1251 

33 

1252 

000 

1253 

000 

1254 

100 

1255 

200 

1256 

34 

1257 

000 

1258 

35 

1259 

000 

1260 

100 

1261 

200 

1262 

300 

1263 

36 

1264 

000 

1265 

000 

1266 

37 

1267 

000 

1268 

38 

1269 

000 

1270 

000 

1271 

39 

1272 

000 

1273 

100 

1274 

40 

1275 

000 

1276 

50 

1277 

000 

1278 

51 

1279 

000 

1280 

52 

1281 

000 

1282 

53 

1283 

000 

1284 

54 

1285 

000 


to one side. 

♦Chasm 

A rickety wooden bridge extends across the chasm, 
vanishing into the 

Mist. A sign posted on the bridge reads, "stop! 
pay troll!" 

The wreckage of a bridge (and a dead bear) can be 
seen at the bottom 
Of the chasm. 

*Troll 

A burly troll stands by the bridge and insists you 
throw him a 

Treasure before you may cross. 

The troll steps out from beneath the bridge and 
blocks your way. 

>$< (Chased away) 

*Phony troll 

The troll is nowhere to be seen. 

>$< (Bear uses rtext 141) 

There is a ferocious cave bear eying you from the 
far end of the room! 

There is a gentle cave bear sitting placidly in 
one corner. 

There is a contented-looking bear wandering about 
nearby. 

>$< (Dead) 

♦Message in second maze 

There is a message scrawled in the dust in a 
flowery script, reading: 

"This is not the maze where the pirate leaves his 
treasure chest." 

♦Volcano and/or geyser 

>$< 

♦Vending machine 

There is a massive vending machine here. The 
instructions on it read: 

"Drop coins here to receive fresh batteries." 
Batteries 

There are fresh batteries here. 

Some worn-out batteries have been discarded 
nearby. 

♦Carpet and/or moss 

>$< 

Large gold nugget 

There is a large sparkling nugget of gold here! 

Several diamonds 

There are diamonds here! 

Bars of silver 

There are bars of silver here! 

Precious jewelry 

There is precious jewelry here! 

Rare coins 

There are many coins here! 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



232 


1286 55 

1287 000 
1288 56 

1289 000 

1290 100 

1291 200 

1292 57 

1293 000 

1294 58 

1295 000 

1296 100 

1297 200 

1298 300 

1299 59 

1300 000 

1301 60 
1302 000 

1303 61 

1304 000 

1305 62 

1306 000 

1307 100 

1308 63 

1309 000 

1310 64 

1311 000 

1312 100 

1313 200 

1314 -1 


Treasure chest 

The pirate's treasure chest is here! 

Golden eggs 

There is a large nest here, full of golden eggs! 
The nest of golden eggs has vanished! 

Done! 

Jeweled trident 

There is a jewel-encrusted trident here! 

Ming vase 

There is a delicate, precious, ming vase here! 
The vase is now resting, delicately, on a velvet 
pillow. 

The floor is littered with worthless shards of 
pottery. 

The ming vase drops with a delicate crash. 
Egg-sized emerald 

There is an emerald here the size of a plover's 
egg! 

Platinum pyramid 

There is a platinum pyramid here, 8 inches on a 
side! 

Glistening pearl 

Off to one side lies a glistening pearl! 

Persian rug 

There is a persian rug spread out on the floor! 
The dragon is sprawled out on a persian rug!! 
Rare spices 

There are rare spices here! 

Golden chain 

There is a golden chain lying in a heap on the 
floor! 

The bear is locked to the wall with a golden 
chain! 

There is a golden chain locked to the wall! 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



APPENDIX F: HELPFUL MESSAGES 


1315 6 

1316 1 

1317 1 

1318 1 

1319 1 

1320 1 
1321 1 
1322 1 

1323 1 

1324 1 

1325 1 

1326 1 

1327 1 

1328 1 

1329 2 

1330 3 

1331 3 

1332 4 

1333 5 

1334 6 

1335 7 

1336 8 

1337 9 

1338 10 

1339 1 1 

1340 1 1 

1341 12 

1342 13 

1343 14 

1344 15 

1345 15 

1346 16 


Somewhere nearby is colossal cave, where others 
have found fortunes in 

treasure and gold, though it is rumored that some 
who enter are never 

seen again. Magic is said to work in the cave. I 
will be your eyes 

and hands. Direct me with commands of 1 or 2 
words. I should warn 

you that I look at only the first five letters of 
each word, so you'll 

have to enter "northeast” as "ne" to distinguish 
it from "north". 

(Should you get stuck, type "help" for some gen¬ 
eral hints. For infor¬ 
mation on how to end your adventure, etc., type 
"info".) 

This program was originally developed by willie 
crowther. Most of the 

features of the current program were added by don 
woods (don @ su-ai). 

contact don if you have any questions, comments, 
etc. 

Address complaints about the unix version to jim @ 
rana-unix. 

A little dwarf with a big knife blocks your way. 

A little dwarf just walked around a corner, saw 
you, threw a little 

axe at you which missed, cursed, and ran away. 
There is a threatening little dwarf in the room 
with you! 

One sharp nasty knife is thrown at you! 

None of them hit you! 

One of them gets you! 

A hollow voice says "plugh". 

There is no way to go that direction. 

I am unsure how you are facing. Use compass 
points or nearby objects. 

I don't know in from out here. Use compass points 
or name something 

in the general direction you want to go. 

I don't know how to apply that word here. 

I don't understand that! 

I'm game. Would you care to explain how? 

Sorry, but I am not allowed to give more detail. 

I will repeat the 

long description of your location. 

It is now pitch dark. If you proceed you will 


233 


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234 


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1348 18 

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1354 21 

1355 22 

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1365 30 

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1369 34 

1370 35 

1371 36 

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1373 38 

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1375 40 

1376 41 

1377 41 

1378 42 

1379 43 

1380 44 

1381 45 

1382 46 

1383 47 

1384 48 

1385 49 

1386 50 

1387 51 

1388 51 


likely fall into a pit. 

If you prefer, simply type w rather than west. 

Are you trying to catch the bird? 

The bird is frightened right now and you cannot 
catch it no matter 

what you try. Perhaps you might try later. 

Are you trying to somehow deal with the snake? 

You can't kill the snake, or drive it away, or 
avoid it, or anything 

like that. There is a way to get by, but you 
don't have the necessary 
resources right now. 

Do you really want to quit now? 

You fell into a pit and broke every bone in your 
body! 

You are already carrying it! 

You can't be serious! 

The bird was unafraid when you entered, but as you 

approach it becomes 

disturbed and you cannot catch it. 

You can catch the bird, but you cannot carry it. 
There is nothing here with a lock! 

You aren't carrying it! 

The little bird attacks the green snake, and in an 
astounding flurry 
drives the snake away. 

You have no keys! 

It has no lock. 

I don't know how to lock or unlock such a thing. 

It was already locked. 

The grate is now locked. 

The grate is now unlocked. 

It was already unlocked. 

You have no source of light. 

Your lamp is now on. 

Your lamp is now off. 

There is no way to get past the bear to unlock the 
chain, which is 
probably just as well. 

Nothing happens. 

Where? 

There is nothing here to attack. 

The little bird is now dead. Its body disappears. 
Attacking the snake both doesn't work and is very 
dangerous. 

You killed a little dwarf. 

You attack a little dwarf, but he dodges out of 
the way. 

With what? Your bare hands? 

Good try, but that is an old worn-out magic word. 

I know of places, actions, and things. Most of my 
vocabulary 

describes places and is used to move you there. 


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235 


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1390 51 

1391 51 

1392 51 

1393 51 

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1396 51 

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1399 51 

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1402 51 

1403 51 

1404 51 

1405 51 

1406 51 

1407 52 

1408 53 

1409 54 

1410 55 

1411 56 

1412 56 

1413 57 

1414 57 

1415 58 

1416 59 

1417 59 

1418 60 

1419 61 


To move, try words 

like forest, building, downstream, enter, east, 
west, north, south, 

up, or down. I know about a few special objects, 
like a black rod 

hidden in the cave. These objects can be manipu¬ 
lated using some of 

the action words that I know. Usually you will 
need to give both the 

object and action words (in either order), but 
sometimes I can infer 

the object from the verb alone. Some objects also 
imply verbs ; in 

particular, "inventory” implies "take inventory", 
which causes me to 

give you a list of what you're carrying. The 
objects have side 

effects; for instance, the rod scares the bird. 
Usually people having 

trouble moving just need to try a few more words. 
Usually people 

trying unsuccessfully to manipulate an object are 
attempting something 

beyond their (or my!) capabilities and should try 
a completely 

different tack. To speed the game you can some¬ 
times move long 

distances with a single word. For example, 
"building" usually gets 

you to the building from anywhere above ground 
except when lost in the 

forest. Also, note that cave passages turn a lot, 
and that leaving a 

room to the north does not guarantee entering the 
next from the south. 

Good luck! 

It misses! 

It gets you! 

OK 

You can't unlock the keys. 

You have crawled around in some little holes and 
wound up back in the 
main passage. 

I don't know where the cave is, but hereabouts no 
stream can run on 

the surface for long. I would try the stream. 

I need more detailed instructions to do that. 

I can only tell you what you see as you move about 
and manipulate 

things. I cannot tell you where remote things 
are. 

I don't know that word. 

What? 


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236 


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1421 63 

1422 63 

1423 63 

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1425 64 

1426 64 

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1428 64 

1429 64 

1430 65 

1431 66 

1432 66 

1433 67 

1434 68 

1435 69 

1436 69 

1437 69 

1438 70 

1439 71 

1440 72 

1441 73 

1442 73 

1443 74 

1444 75 

1445 75 

1446 76 

1447 77 

1448 78 

1449 79 

1450 80 

1451 81 

1452 81 

1453 81 

1454 82 

1455 82 


Are you trying to get into the cave? 

The grate is very solid and has a hardened steel 
lock. You cannot 

enter without a key, and there are no keys nearby. 

I would recommend 

looking elsewhere for the keys. 

The trees of the forest are large hardwood oak and 
maple, with an 

occasional grove of pine or spruce. There is 
quite a bit of under¬ 
growth, largely birch and ash saplings plus non¬ 
descript bushes of 

various sorts. This time of year visibility is 
quite restricted by 

all the leaves, but travel is quite easy if you 
detour around the 
spruce and berry bushes. 

Welcome to adventure!! Would you like instruc¬ 
tions? 

Digging without a shovel is quite impractical. 

Even with a shovel 
progress is unlikely. 

Blasting requires dynamite. 

I'm as confused as you are. 

Mist is a white vapor, usually water, seen from 
time to time in 

caverns. It can be found anywhere but is fre¬ 
quently a sign of a deep 
pit leading down to water. 

Your feet are now wet. 

I think I just lost my appetite. 

Thank you, it was delicious! 

You have taken a drink from the stream. The water 
tastes strongly of 

minerals, but is not unpleasant. It is extremely 
cold. 

The bottle of water is now empty. 

Rubbing the electric lamp is not particularly 
rewarding. Anyway, 
nothing exciting happens. 

Peculiar. Nothing unexpected happens. 

Your bottle is empty and the ground is wet. 

You can't pour that. 

Watch it! 

Which way? 

Oh dear, you seem to have gotten yourself killed. 

I might be able to 

help you out, but i’ve never really done this 
before. Do you want me 
to try to reincarnate you? 

All right. But don't blame me if something goes 
wr. 

-Poof! !- 


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237 


1456 82 

1457 82 

1458 83 

1459 83 

1460 84 

1461 84 

1462 85 

1463 85 

1464 86 

1465 90 

1466 91 

1467 92 

1468 93 

1469 94 

1470 95 

1471 96 

1472 97 

1473 98 

1474 99 

1475 100 

1476 100 

1477 101 

1478 102 

1479 103 

1480 104 

1481 105 

1482 106 

1483 107 

1484 108 

1485 109 

1486 110 

1487 111 

1488 112 

1489 113 

1490 114 


You are engulfed in a cloud of orange smoke. 
Coughing and gasping, 

you emerge from the smoke and find.... 

You clumsy oaf, you've done it again! I don't 
know how long I can 

keep this up. Do you want me to try reincarnating 
you again? 

Okay, now where did I put my orange smoke?.... 
>poof !< 

Everything disappears in a dense cloud of orange 
smoke. 

Now you've really done it! I'm out of orange 
smoke! You don't expect 

me to do a decent reincarnation without any orange 
smoke, do you? 

Okay, if you're so smart, do it yourself! I'm 
leaving! 

>>> Messages 81 thru 90 are reserved for "obi¬ 
tuaries". <<< 

Sorry, but I no longer seem to remember how it was 
you got here. 

You can't carry anything more. You'll have to 
drop something first. 

You can't go through a locked steel grate! 

I believe what you want is right here with you. 

You don't fit through a two-inch slit! 

I respectfully suggest you go across the bridge 
instead of jumping. 

There is no way across the fissure. 

You're not carrying anything. 

You are currently holding the following: 

It's not hungry (it's merely pinin' for the 
fjords). Besides, you 
have no bird seed. 

The snake has now devoured your bird. 

There's nothing here it wants to eat (except 
perhaps you). 

You fool, dwarves eat only coal! Now you've made 
him *really# mad!! 

You have nothing in which to carry it. 

Your bottle is already full. 

There is nothing here with which to fill the bot¬ 
tle. 

Your bottle is now full of water. 

Your bottle is now full of oil. 

You can't fill that. 

Don't be ridiculous! 

The door is extremely rusty and refuses to open. 

The plant indignantly shakes the oil off its 
leaves and asks, "water?" 

The hinges are quite thoroughly rusted now and 
won't budge. 

The oil has freed up the hinges so that the door 


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238 


1491 

114 

1492 

115 

1493 

116 

1494 

117 

1495 

117 

1496 

118 

1497 

119 

1498 

120 

1499 

121 

1500 

122 

1501 

123 

1502 

124 

1503 

124 

1504 

124 

,1505 

125 

1506 

125 

1507 

126 

1508 

126 

1509 

127 

1510 

128 

1511 

128 

1512 

128 

1513 

128 

1514 

129 

1515 

129 

1516 

130 

1517 

130 

1518 

131 


will now move, 

although it requires some effort. 

The plant has exceptionally deep roots and cannot 
be pulled free. 

The dwarves’ knives vanish as they strike the 
walls of the cave. 

Something you're carrying won't fit through the 
tunnel with you. 

You'd best take inventory and drop something. 

You can't fit this five-foot clam through that 
little passage! 

You can't fit this five-foot oyster through that 
little passage! 

I advise you to put down the clam before opening 
it. >strain!< 

I advise you to put down the oyster before opening 
it. >wrench!< 

You don't have anything strong enough to open the 
clam. 

You don't have anything strong enough to open the 
oyster. 

A glistening pearl falls out of the clam and rolls 
away. Goodness, 

this must really be an oyster. (I never was very 
good at identifying 

bivalves.) Whatever it is, it has now snapped 
shut again. 

The oyster creaks open, revealing nothing but 
oyster inside. It 
promptly snaps shut again. 

You have crawled around in some little holes and 
found your way 

blocked by a recent cave-in. You are now back in 
the main passage. 

There are faint rustling noises from the darkness 
behind you. 

Out from the shadows behind you pounces a bearded 
pirate! "Har, har," 

he chortles, "I'll just take all this booty and 
hide it away with me 

chest deep in the maze!" He snatches your treas¬ 
ure and vanishes into 
the gloom. 

A sepulchral voice reverberating through the cave, 
says, "Cave closing 

soon. All adventurers exit immediately through 
main office." 

A mysterious recorded voice groans into life and 
announces: 

"This exit is closed. Please leave via main 
office." 

It looks as though you're dead. Well, seeing as 
how it's so close to 


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239 


1519 131 

1520 132 
1521 132 

1522 132 

1523 133 

1524 133 

1525 133 

1526 133 

1527 134 

1528 134 

1529 134 

1530 135 

1531 135 

1532 136 

1533 136 

1534 136 

1535 137 

1536 138 

1537 139 

1538 140 

1539 141 

1540 142 

1541 142 

1542 142 

1543 142 

1544 142 

1545 142 

1546 142 

1547 142 


closing time anyway, I think we'll just call it a 
day. 

The sepulchral voice entones, "The cave is now 
closed." As the echoes 

fade, there is a blinding flash of light (and a 
small puff of orange 

Smoke). ... As your eyes refocus, you look 
around and find... 

there is a loud explosion, and a twenty-foot hole 
appears in the far 

wall, burying the dwarves in the rubble. You 
march through the hole 

and find yourself in the main office, where a 
cheering band of 

friendly elves carry the conquering adventurer off 
into the sunset. 

There is a loud explosion, and a twenty-foot hole 
appears in the far 

wall, burying the snakes in the rubble. A river 
of molten lava pours 

in through the hole, destroying everything in its 
path, including you! 

There is a loud explosion, and you are suddenly 
splashed across the 
walls of the room. 

The resulting ruckus has awakened the dwarves. 
There are now several 

threatening little dwarves in the room with you! 
Most of them throw 

knives at you! All of them get you! 

Oh, leave the poor unhappy bird alone. 

I daresay whatever you want is around here some¬ 
where . 

I don't know the word "stop". Use "quit" if you 
want to give up. 

You can't get there from here. 

You are being followed by a very large, tame bear. 
If you want to end your adventure early, say 
"quit". To suspend your 

adventure such that you can continue later, say 
"suspend" (or "pause" 

Or "save"). To see what hours the cave is nor¬ 
mally open, say "hours". 

To see how well you're doing, say "score". To get 
full credit for a 

treasure, you must have left it safely in the 
building, though you get 

partial credit just for locating it. You lose 
points for getting 

killed, or for quitting, though the former costs 
you more. There are 

also points based on how much (if any) of the cave 
you've managed to 


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240 


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1551 142 

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1553 142 

1554 142 

1555 142 

1556 142 

1557 142 

1558 142 

1559 142 

1560 143 

1561 144 

1562 145 

1563 146 

1564 147 

1565 148 

1566 149 

1567 149 

1568 150 

1569 151 

1570 152 

1571 153 

1572 154 

1573 154 

1574 155 

1575 156 

1576 156 

1577 157 

1578 157 


explore; in particular, there is a large bonus 
just for getting in (to 

distinguish the beginners from the rest of the 
pack), and there are 

other ways to determine whether you've been 
through some of the more 

harrowing sections. If you think you've found all 
the treasures, just 

keep exploring for a while. If nothing interest¬ 
ing happens, you 

haven't found them all yet. If something 
interesting *does* happen, 

it means you're getting a bonus and have an oppor¬ 
tunity to garner many 

more points in the master's section. I may occa¬ 
sionally offer hints 

if you seem to be having trouble. If I do, I'll 
warn you in advance 

how much it will affect your score to accept the 
hints. Finally, to 

save paper, you may specify "brief", which tells 
me never to repeat 

the full description of a place unless you expli¬ 
citly ask me to. 

Do you indeed wish to quit now? 

There is nothing here with which to fill the vase. 
The sudden change in temperature has delicately 
shattered the vase. 

It is beyond your power to do that. 

I don't know how. 

It is too far up for you to reach. 

You killed a little dwarf. The body vanishes in a 
cloud of greasy 
black smoke. 

The shell is very strong and is impervious to 
attack. 

What's the matter, can't you read? Now you'd best 
start over. 

The axe bounces harmlessly off the dragon's thick 
scales. 

The dragon looks rather nasty. You'd best not try 
to get by. 

The little bird attacks the green dragon, and in 
an astounding flurry 

gets burnt to a cinder. The ashes blow away. 

On what? 

Okay, from now on i'll only describe a place in 
full the first time 

you come to it. To get the full description, say 
"look". 

Trolls are close relatives with the rocks and have 
skin as tough as 

that of a rhinoceros. The troll fends off your 


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241 


1579 158 

1580 158 

1581 159 

1582 160 

1583 161 

1584 162 

1585 162 

1586 162 

1587 162 

1588 163 

1589 163 

1590 164 

1591 165 

1592 166 

1593 167 

1594 168 

1595 168 

1596 169 

1597 170 

1598 171 

1599 172 

1600 173 

1601 174 

1602 175 

1603 176 

1604 177 

1605 178 

1606 179 

1607 179 

1608 179 

1609 180 

1610 181 
1611 182 


blows effortlessly. 

The troll deftly catches the axe, examines it 
carefully, and tosses it 

back, declaring, "good workmanship, but it’s not 
valuable enough." 

The troll catches your treasure and scurries away 
out of sight. 

The troll refuses to let you cross. 

There is no longer any way across the chasm. 

Just as you reach the other side, the bridge buck¬ 
les beneath the 

weight of the bear, which was still following you 
around. You 

scrabble desperately for support, but as the 
bridge collapses you 

stumble back and fall into the chasm. 

The bear lumbers toward the troll, who lets out a 
startled shriek and 

scurries away. The bear soon gives up the pursuit 
and wanders back. 

The axe misses and lands near the bear where you 
can't get at it. 

With what? Your bare hands? Against *his# bear 
hands?? 

The bear is confused; he only wants to be your 
friend. 

For crying out loud, the poor thing is already 
dead! 

The bear eagerly wolfs down your food, after which 
he seems to calm 

Down considerably and even becomes rather 
friendly. 

The bear is still chained to the wall. 

The chain is r;ill locked. 

The chain is ;OW unlocked. 

The chain is now locked. 

There is nothing here to which the chain can be 
locked. 

There is nothing here to eat. 

Do you want the hint? 

Do you need help getting out of the maze? 

You can make the passages look less alike by drop¬ 
ping things. 

Are you trying to explore beyond the plover room? 
There is a way to explore that region without hav¬ 
ing to worry about 

falling into a pit. None of the objects available 
is immediately 

useful in discovering the secret. 

Do you need help getting out of here? 

Don't go west. 

Gluttony is not one of the troll's vices. Avar¬ 
ice, however, is. 


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242 


1612 183 

1613 183 

1614 183 

1615 184 

1616 185 

1617 185 

1618 186 

1619 186 

1620 186 
1621 186 

1622 186 

1623 187 

1624 188 

1625 188 

1626 189 

1627 189 

1628 190 

1629 191 

1630 192 

1631 192 

1632 193 

1633 193 

1634 194 

1635 195 

1636 196 

1637 197 

1638 197 

1639 198 

1640 199 

1641 199 

1642 200 

1643 201 

1644 -1 


Your lamp is getting dim. You'd best start wrap¬ 
ping this up, unless 

You can find some fresh batteries. I seem to 
recall there’s a vending 

machine in the maze. Bring some coins with you. 
Your lamp has run out of power. 

There's not much point in wandering around out 
here, and you can’t 

explore the cave without a lamp. So let's just 
call it a day. 

There are faint rustling noises from the darkness 
behind you. As you 

turn toward them, the beam of your lamp falls 
across a bearded pirate. 

He is carrying a large chest. "Shiver me 
timbers!" he cries, "I’ve 

been spotted! I'd best hie meself off to the maze 
to hide me chest!" 

With that, he vanishes into the gloom. 

Your lamp is getting dim. You'd best go back for 
those batteries. 

Your lamp is getting dim. I'm taking the liberty 
of replacing the 
batteries. 

Your lamp is getting dim, and you're out of spare 

batteries. You'd 

best start wrapping this up. 

I'm afraid the magazine is written in dwarvish. 
"This is not the maze where the pirate leaves his 
treasure chest." 

Hmmm, this looks like a clue, which means it'll 
cost you 10 points to 

read it. Should I go ahead and read it anyway? 

It says, "there is something strange about this 
place, such that one 

Of the words i've always known now has a new 
effect." 

It says the same thing it did before. 

I'm afraid I don't understand. 

"Congratulations on bringing light into the dark¬ 
room! " 

You strike the mirror a resounding blow, whereupon 
it shatters into a 
myriad tiny fragments. 

You have taken the vase and hurled it delicately 
to the ground. 

You prod the nearest dwarf, who wakes up grumpily, 
takes one look at 

you, curses, and grabs for his axe. 

Is this acceptable? 

There's no point in suspending a demonstration 
game. 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



APPENDIX G: NUMERICAL CODING 


1645 

7 


1646 

1 

3 

1647 

2 

3 

1648 

3 

89 

1649 

4 

10 

1650 

5 

11 

1651 

6 

0 

1652 

7 

1415 

1653 

8 

13 

1654 

9 

94-1 

1655 

10 

96 

1656 

11 

19-1 

1657 

12 

1727 

1658 

13 

101-1 

1659 

14 

103 

1660 

15 

0 

1661 

16 

106 

1662 

17 

0-1 

1663 

18 

0 

1664 

19 

3 

1665 

20 

3 

1666 

21 

0 

1667 

22 

0 

1668 

23 

109-1 

1669 

24 

25-1 

1670 

25 

2367 

1671 

26 

111-1 

1672 

27 

35110 

1673 

28 

0 

1674 

29 

97-1 

1675 

30 

0-1 

1676 

31 

119121 

1677 

32 

117122 

1678 

33 

117122 

1679 

34 

00 

1680 

35 

130-1 

1681 

36 

0-1 

1682 

37 

126-1 

1683 

38 

140-1 

1684 

39 

0 

1685 

40 

96-1 

1686 

50 

18 

1687 

51 

27 

1688 

52 

28 

1689 

53 

29 

1690 

54 

30 

1691 

55 

0 

1692 

56 

92 

1693 

57 

95 


Reproduced with permission of the copyright owner. 


Further reproduction prohibited without permission. 



244 


1694 

58 

97 

1695 

59 

100 

1696 

60 

101 

1697 

61 

0 

1698 

62 

119121 

1699 

63 

127 

1700 

64 

130-1 

1701 

-1 


1702 

8 


1703 

1 

24 

1704 

2 

29 

1705 

3 

0 

1706 

4 

33 

1707 

5 

0 

1708 

6 

33 

1709 

7 

38 

1710 

8 

38 

1711 

9 

42 

1712 

10 

14 

1713 

11 

43 

1714 

12 

110 

1715 

13 

29 

1716 

14 

110 

1717 

15 

73 

1718 

16 

75 

1719 

17 

29 

1720 

18 

13 

1721 

19 

59 

1722 

20 

59 

1723 

21 

174 

1724 

22 

109 

1725 

23 

67 

1726 

24 

13 

1727 

25 

147 

1728 

26 

155 

1729 

27 

195 

1730 

28 

146 

1731 

29 

110 

1732 

30 

13 

1733 

31 

13 

1734 

-1 


1735 

9 


1736 

0 

12345678910 

1737 

0 

100115116126 

1738 

2 

1347389511324 

1739 

1 

24 

1740 

3 

464748545658828586 

1741 

3 

122123124125126127128129130 

1742 

4 

8 

1743 

5 

13 

1744 

6 

19 

1745 

7 

42434445464748495051 

1746 

7 

52535455568081 828687 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 



1747 8 99100101 

1748 9 108 

1749 -1 


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission 



APPENDIX H: SCORE AND RANK 


1750 10 

1751 35 You are obviously a rank amateur. Better luck 

next time. 

1752 100 Your score qualifies you as a novice class adven¬ 

turer . 

1753 130 You have achieved the rating: "experienced adven¬ 

turer" . 

1754 200 You may now consider yourself a "seasoned adven¬ 

turer" . 

1755 250 You have reached "junior master" status. 

1756 300 Your score puts you in master adventurer class c. 

1757 330 Your score puts you in master adventurer class b. 

1758 349 Your score puts you in master adventurer class a. 

1759 9999 All of adventuredom gives tribute to you, adven¬ 

turer grandmaster! 

1760 -1 


246 


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APPENDIX I: NUMERICAL CODING 
1761 11 

1762 2 99991000 

1763 3 9999500 

1764 4 426263 

1765 5 52181 9 

1766 6 822021 

1767 7 754176177 

1768 8 255178179 

1769 9 203180181 

1770 -1 


247 


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APPENDIX J: WIZARD'S CAVE 


1771 12 

1772 1 A large cloud of green smoke appears in front of 

you. It clears away 

1773 1 to reveal a tall wizard, clothed in grey. He 

fixes you with a steely 

1774 1 glare and declares, "this adventure has lasted too 

long." With that 

1775 1 he makes a single pass over you with his hands, 

and everything around 

1776 1 You fades away into a grey nothingness. 

1777 2 Even wizards have to wait longer than that! 

1778 3 I'm terribly sorry, but colossal cave is closed. 

Our hours are: 

1779 4 Only wizards are permitted within the cave right 

now. 

1780 5 We do allow visitors to make short explorations 

during our off hours. 

1781 5 Would you like to do that? 

1782 6 Colossal cave is open to regular adventurers at 

the following hours: 

1783 7 Very well. 

1784 8 Only a wizard may continue an adventure this soon. 

1785 9 I suggest you resume your adventure at a later 

time. 

1786 10 Do you wish to see the hours? 

1787 11 Do you wish to change the hours? 

1788 12 New magic word (null to leave unchanged): 

1789 13 New magic number (null to leave unchanged): 

1790 14 Do you wish to change the message of the day? 

1791 15 Okay. You can save this version now. 

1792 16 Are you a wizard? 

1793 17 Prove it! Say the magic word! 

1794 18 That is not what I thought it was. Do you know 

what I thought it was?.... ... . 

1795 19 Oh dear, you really *are* a wizard! Sorry to have 

bothered you ... 

1796 20 Foo, you are nothing but a charlatan! 

1797 21 New hours specified by defining "prime time". 

Give only the hour 

1798 21 (E.g. 14, not 14:00 or 2pm). Enter a negative 

number after last pair. 

1799 22 New hours for colossal cave: 

1800 23 Limit lines to 70 chars. End with null line. 

1801 24 Line too long, retype: 

1802 25 Not enough room for another line. Ending message 

here. 

1803 26 Do you wish to (re)schedule the next holiday? 

1804 27 To begin how many days from today? 

1805 28 To last how many days (zero if no holiday)? 


248 


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249 


1806 29 To be called what (up to 20 characters)? 

1807 30 Too small! Assuming minimum value (45 minutes). 

1808 31 Break out of this and save your core-image. 

1 809 32 Be sure to save your core-image... 

1810 -1 
1811 0 

1812 glorkz4.182/05/11 


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COMPLETE MAP OF THE BATTERY MAZE IN THE GAME "ADVENTURE" 



WFH 

myl 

mly 

lmy 

ylm 

yml 

1 ym 

mgl 

mlg 

gml 

glm 

lmg 

N 


ml y 

glm 

gml 

myl 

lmg 

ym 1 

mlg 

ylm 

1 ym 

mgl 

lmy 

S 

myl 

mgl 

mlg 

glm 

gml 

ylm 

lmy 

mly 

yml 

lmg 

1 ym 

BAT 

E 


1 ym 

lmy 

mlg 

glm 

myl 

mly 

lmg 

mgl 

ym 1 

ylm 

gml 

W 


mlg 

gml 

ylm 

yml 

mgl 

lmg 

myl 

glm 

lmy 

ml y 

1 ym 

NE 


gml 

lmg 

lym 

mlg 

mly 

mgl 

ylm 

lmy 

glm 

myl 

yml 

NW 


yml 

mgl 

myl 

mly 

lym 

ylm 

gml 

lmg 

mlg 

lmy 

glm 

SE 


glm 

yml 

lmg 

mgl 

mlg 

myl 

lmy 

1 ym 

mly 

gml 

yl m 

sw 


lmy 

myl 

yml 

1 ym 

gml 

mlg 

glm 

mly 

ylm 

lmg 

mg 1 

u 


ylm 

lym 

mgl 

lmg 

lmy 

glm 

yml 

gml 

myl 

mlg 

mly 

D 


WFH 

ylm 

ml y 

lmy 

glm 

gml 

1 ym 

myl 

mgl 

yml 

mlg 


Abbreviations 


WFH 

west end 

o; 

f featureless 

hall (at entr 

BAT 

chamber 

in 

maze containi 

ng the batter 

myl 

You are 

in 

a maze of twi 

sty little pa; 

mly 



maze of little twisty 

lmy 



little maze 

of twisty 

ylm 



twisty little maze of 

yml 



twisty maze 

of little 

lym 



little twisty maze of 

mgl 



maze of twi 

sting little 

lmg 



1ittle ma ze 

of twisting 

mlg 



maze of little twisting 

gml 



twisting ma 

ze of little 

glm 



twisting li 

ttle maze of 

N 

north 


NE 

northeast 

S 

so uth 


NW 

northwest 

E 

east 


SE 

southeast 

W 

west 


SW 

so uthwe s t 

u 

up 


D 

do wn 


to maze) 


passages, all different. 


250 


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251 


How to use the map 


The top row lists all of the locations within the 
maze, including the entrance (WFH). For any one of these, 
the column below lists all destinations accessible from that 
location. To get to any one of these destinations, use the 
direction in the leftmost column which is in the same row as 
the desired destination. 

For example, to enter the maze from WFH, go south. 
This takes you to myl. If you want to leave the maze now, go 
down (which returns you to WFH). There are obviously many 

ways to get to the batteries and back out again > but none is 
quicker than this: 


Location Subsequent move 


WFH • S 

myl S 

mgl E 

lmg S 

BAT N 

lmg D 

mlg D 

myl D 

WFH 


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25 2 


Analysis of number of unique texts in Adventure 


To get some idea of the number of unique texts in 
Adventure, let us first consider only the battery maze. For 
the purpose of this calculation the reader is restricted as 
follows : 

(A) (S)he must travel from outside the maze to the battery 
chamber, passing through all 12 locations in the maze 
but never entering the same location more than once. 
(S)he must then exit the maze, again passing through 
all twelve locations but never...entering the same loca¬ 
tion more than more than once. 

(B) Only two valid command types are allowed: 

(a) Movement (e.g., west, down, northeast, etc.) 

(b) Drop object (e.g., drop coins, drop cage, etc.) 

(C) The reader must enter with six objects in addition to 
the lamp (the maximum possible) and drop them anywhere 
within the maze. The lamp is never dropped. 

These restrictions were chosen to simplify the calculation 
and to eliminate infinite loops and nonsense commands. It 
should be noted however that texts generated within these 
restrictions are not unlike texts that are generated during 
actual explorations of the battery maze. Readers commonly 
use the trick of dropping objects throughout the maze to 
render the different locations more easily recognizable. 

The number of different texts will be the product of these 
three quantities: 

(1) the number of different paths that can be followed 
through the maze; 

(2) the number of different combinations of 6 portable 
objects that can be selected from all of the portable 
objects in the cave; 

(3) the number of different ways the six objects can be 
distributed within the maze. 


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253 


The first quantity can be determined by analyzing the struc¬ 
ture of the maze. The diagram below is the battery maze 
map, modified to reflect restriction (A) above. 


Map for restricted example ; 



WFH 

myl 

mly 

lmy 

ylm 

yml 

lym 

mgl 

mlg 

gml 

glm 

lmg 

N 


mly 

glm 

gml 

myl 

lmg 

yml 

mlg 

ylm 

lym 

mgl 

lmy 

S 

myl 

mgl 

mlg 

glm 

gml 

ylm 

lmy 

mly 

yml 

lmg 

lym 

BAT 

E 


1 ym 

lmy 

mlg 

glm 

myl 

mly 

lmg 

mgl 

ym 1 

ylm 

gml 

W 


mlg 

gml 

ylm 

yml 

mgl 

lmg 

myl 

glm 

lmy 

mly 

1 ym 

NE 


gml 

lmg 

lym 

mlg 

mly 

mgl 

ylm 

lmy 

glm 

myl 

yml 

NW 


yml 

mgl 

myl 

mly 

lym 

ylm 

gml 

lmg 

mlg 

lmy 

glm 

SE 


glm 

yml 

lmg 

mgl 

mlg 

myl 

lmy 

lym 

mly 

gml 

ylm 

sw 


lmy 

myl 

yml 

1 ym 

gml 

mlg 

glm 

mly 

ylm 

lmg 

mgl 

u 


ylm 

lym 

mgl 

lmg 

lmy 

glm 

yml 

gml 

myl 

mlg 

mly 

D 


WFH 

ylm 

mly 

lmy 

glm 

gml 

lym 

myl 

mgl 

yml 

mlg 


Consider only the first half of the trip, from the 
outside to the battery chamber. The reader must enter the 
maze at location myl. Also, since the battery chamber can 
only be entered from lmg, the latter must be the penultimate 
location in the sequence. Therefore the 1st, 11th and 12th 
locations in the sequence are fixed. However, the 9 remaining 
locations (those between the vertical lines in the map) can 
be encountered in any order, as all 9 can be reached from myl 
and each is connected to all of the others and to lmg (for 
simplicity of analysis the connections to lmg and myl have 
been blanked out). The number of different pathways is 
therefore 9! or 362,880. By analogous arguments the number 
of pathways for the return half of the trip is also 9 ! , so 
the total number of different pathways through the maze to 
the battery chamber and back out again is (9 l) 2 or 
131,681,894,400 


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254 


There are 29 portable objects in the cave. Therefore 
the number of combinations of 6 objects is: 

291/(6!)(23!) = 475,020 

Each of the six objects may be dropped in any of the 
12 locations in the maze, so the number of different ways to 
distribute the objects is: 

12 6 = 2,985,984 

The total number of unique texts is the product of 
these three quantities: 

131,681,894,400 X 475,020 X 2,985,984 

= 186 , 777 , 878 , 100 , 000 , 000 , 000,000 

This analysis also assumes that only one name is used 
for each object. Many of the objects have valid synonyms, 
and if these are included the number of texts becomes much 
1 arger . 


The battery maze consists of a small number of 
highly-interconnected locations. The remainder of the 
Adventure cave consists of a much larger number of sparsely- 
and/or conditionally-interconnected locations, wherein a 
greater variety of actions and consequences are possible. 

An anlaogous calculation for the rest of the cave would be 
extremely difficult, but it is probably safe to assume that 
the number of possible texts one can generate outside the 
battery maze is much greater than the number one can generate 
within it. Whatever that immense number is, it must be 
multiplied by the number of "battery maze texts" to get the 
total number of possible texts that Adventure can produce. 


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