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  1. Interactive Fiction? I prefer Adventure

    Interview with Don Woods about how he built upon Will Crowthers Colossal Cave Adventure in 1976, making it more game-like.

    Jill Walker Rettberg - 18.02.2011 - 15:03

  2. Colossal Cave Adventure

    The first work of interactive fiction was Colossal Cave Adventure. Its first iteration was developed in 1975-76 by Will Crowther, a Cambridge, Massachusetts-based programmer who was part of the team that developed ARPANET, the original network infrastructure on which the Internet is based (Montfort, 1997, p. 86), and subsequently expanded by Don Woods (1977). Crowther turned his programming skills towards a game about cave exploration after his divorce in order to entertain his children when they visited him (Nelson, 2001, p. 343). Crowther had been a spelunker in his past, helping to map a network of caverns in Kentucky (Jerz, 2007). He used that experience as the basis for the network of caves described in Adventure. The game itself provided a relatively simple experience of navigation and puzzle solving. Players attempted to retrieve objects from within the cave environments, and to win by completing their collection—a kind of textual geocaching.

    Jill Walker Rettberg - 18.02.2011 - 15:06

  3. wellSweep Press

    wellSweep Press

    Jill Walker Rettberg - 18.02.2011 - 15:12

  4. Book Unbound

    Abstract: “Book Unbound” is a “collocational cybertext,” a self-assembling poetic collage that can be read in two ways: either automatically in the “bound” mode, or in an “unbound” mode that allows readers to extract and recycle words from its recombinant text stream. The present version is a HyperCard stack (Mac only, HyperCard program not required) available for downloading. –Editor

    Post Modern Culture
    https://www.pomoculture.org/2013/09/21/book-unbound/
    Editor’s Note: “Book Unbound” is a HyperCard stack. The present version runs only on Apple Macintosh computers. Activate one of the links below to download a compressed, binary version of the stack (a self-extracting StuffIt archive). If you are using a correctly-configured graphical browser, the file should be converted and decompressed file automatically. If it does not, save the file, convert it with BinHex then double-click to launch the self-expanding archive. If you own a copy of HyperCard, download the stack only (120k). If you do not own HyperCard, download the stand-alone application (676k).

    Jill Walker Rettberg - 18.02.2011 - 15:16

  5. Hegirascope

    Early web hypertext that combines links with text that automatically refreshes, sometimes faster than the reader can follow it.

    Note: The New River published Hegirascope Version 2 in October 1997.

    Author's description, from The New River:

    WHAT IF THE WORD STILL WON'T BE STILL?

    This is an extensive revision of a Web fiction originally released in 1995. The current text consists of about 175 pages traversed by more than 700 links. Most of these pages carry instructions that cause the browser to refresh the active window with a new page after 30 seconds. You can circumvent this by following a hypertext link, though in most cases this will just start a new half-minute timer on a fresh page.

    The best way to encounter this work is simply to dive in, though some may prefer a more stable reference point. For these readers, there is an index to particularly interesting places in the text. You may want to go to that page and bookmark it.

    The original "Hegirascope" was designed for Netscape Navigator 1.1 or Microsoft Internet Explorer 2.0. This version adds no new technical features and requires no plug-ins, Java, or JavaScript.

    Jill Walker Rettberg - 18.02.2011 - 15:22

  6. Dennis G. Jerz

    Associate Professor of English: New Media Journalism, at Seton Hill University.

    Jill Walker Rettberg - 18.02.2011 - 15:34

  7. DHQ Digital Humanities Quarterly

    DHQ Digital Humanities Quarterly

    Jill Walker Rettberg - 18.02.2011 - 15:39

  8. Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky

    Because so little primary historical work has been done on the classic text computer game "Colossal Cave Adventure", academic and popular references to it frequently perpetuate inaccuracies. "Adventure" was the first in a series of text-based games ("interactive fiction") that emphasize exploring, puzzles, and story, typically in a fantasy setting; these games had a significant cultural impact in the late 1970s and a significant commercial presence in the early 1980s. Will Crowther based his program on a real cave in Kentucky; Don Woods expanded this version significantly. The expanded work has been examined as an occasion for narrative encounters [Buckles 1985] and as an aesthetic masterpiece of logic and utility [Knuth 1998]; however, previous attempts to assess the significance of "Adventure" remain incomplete without access to Crowther's original source code and Crowther's original source cave. Accordingly, this paper analyzes previously unpublished files recovered from a backup of Woods's student account at Stanford, and documents an excursion to the real Colossal Cave in Kentucky in 2005.

    Jill Walker Rettberg - 18.02.2011 - 15:39

  9. The Impermanence Agent

    To read this work, the reader had to browse the internet through a proxy server which kept track of visited websites and launched small windows in the readers browser, while the reader was viewing other sites, telling fragments of a story throughout the week. As the week progressed, the story would replace parts of the original text and images with text and images from sites the reader had visited. The work is no longer accessible.

    Jill Walker Rettberg - 18.02.2011 - 15:45

  10. Adam Chapman

    American artist

    Jill Walker Rettberg - 18.02.2011 - 15:46

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