A Sucker in Spades & Transitional Media

Critical Writing
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CC Attribution Non-Commercial Share Alike
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Abstract (in English): 

The question I get asked a lot is: Why do I care so much about early interactive media, particularly since they are generally relegated to the black and white (or green on green) environment of a computer monitor (and a small one, at that), are text-heavy, and whose images–-if they exist at all––are comprised of ASCII art, and mood, augmented by 8-bit sound (if there is any sound at all)? This is a valid question in light of contemporary interactive storytelling techniques that involve robustly immersive environments created with Virtual Reality, Augmented Reality, and 3D technologies.

It boils down to this: I am fascinated with the way ideas develop over time and contribute to approaches, techniques, and technologies used today. A case in point is Robert DiChiara’s detective-adventure game, A Sucker in Spades, which serves as an example of transitional media during the formation of electronic literature.

Pull Quotes: 

No one is beyond scrutiny in A Sucker in Spades. The police, criminals, secretaries, femme fatales––even staid librarians––are fair game for a story that requires only 395K of space.


Works referenced:

Platforms referenced:

Title Developers Year initiated
Hypergate Mark Bernstein 1988

Publishers referenced:

Title Location
Eastgate Systems, Inc.
Eastgate Systems, Inc.
134 Main Street
02472 Watertown , MA
United States
Massachusetts US

Organizations referenced:

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Record posted by: 
Dene Grigar