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  1. Figurski at Findhorn on Acid

    Richard Holeton's Figurski at Findhorn on Acid is a hypertext novel released for Storyspace by Eastgate publishers in 2001. The story follows the main character Frank Figurski’s quest to acquire a legendary mechanical pig. As Alice Bell points out, this was one of the last major hypertext works created using Storyspace, as authors began to move to web-based tools and CD-ROM based platform became outmoded (150).

    Background:

    Holeton's hypertext work originated as an award-winning short story “Streleski on Findhorn on Acid" published in 1996 (Grigar et al). That same year, he took part in Robert Kendell's online writing class "Hypertext Poetry and Fiction" at the The New School for Social Research, where he reworked the print story into an electronic text. He produced a novel-length draft for his masters thesis at San Francisco State University; it was the first electronic thesis approved by SFU (Grigar et al). The "canonical" version of Figurski at Findhorn on Acid was released on CD-ROM by Eastgate publishers in 2001.

    Eric Dean Rasmussen - 02.02.2011 - 14:30

  2. Letter to Linus

    A hypercube is a work of electronic fiction based on the structure of a cube. It comprises six pages, each of which links to four others. Letter to Linus uses the form of a hypercube to explore, through six points of view, the politics of electronic literature.

    (Source: Author's description from Electronic Literature Collection, Volume 2)

    Eric Dean Rasmussen - 18.02.2011 - 22:20

  3. These Waves of Girls: A Hypermedia Novella

    "These Waves of Girls" is a hypermedia novella exploring memory, girlhoods, cruelty, childhood play and sexuality. The piece is composed as a series of small stories, artifacts, interconnections and meditations from the point of view of a four year old, a ten-year old, a twenty year old.

    Winner of the Electronic Literature Organization's 2001 Award for fiction.

    Jill Walker Rettberg - 23.02.2011 - 22:19

  4. Labyrinth: the Rulebook without Game

    An ergodic Flash text exploring video game culture through the lens of playable manuals.

    How does one read this clever piece, which touches on so many genres, such as poetry, fiction, game, theory, game manual, and codework? It claims to be a manual for an absent game, a bottomless pit, and a labyrinth for readers to get lost, wondering if indeed the game has already begun. The reader inhabits a character from the outset, a 35 year old married man, who can take on different roles in games belonging to popular RPG and videogame genres: science fiction, spy thriller, fantasy, and labyrinth exploration. Most of the writing is in the tradition of game manual for these types of games (here’s an old favorite) which at their best help immerse the readers into the world of the game and can be more fun than the game itself. In the case of tabletop RPGs, like Dungeons & Dragons, the game is the rulebooks, and all it requires is players and some dice for the necessary randomizations— making them good recipients of the label “cardboard computers,” as Matthew Kirschenbaum has used for tabletop wargames.

    Mark Marino - 28.03.2011 - 16:12

  5. About Time

    A digital interactive hypertext fiction in two braided paralell paths.

    Scott Rettberg - 11.05.2012 - 15:29

  6. Training Missions

    "Training missions" employs a tabular-format, three-part poem as a gateway to discussion-demonstration of three online activities, so defined: imagining, imaging, and logging. Through the use of relatively simple graphics and a few carefully chosen links, the piece lampoons the functional overkill that often under- (and over-!) writes the wholesale use of imagining and imaging technologies. The final section, "logging," begins by foregrounding many of the semantic and syntactic disparities latent in our word processing age---an age in which grammatical niceties are often taken for granted---and concludes by exploring the more seductive implications of media (televisual and Hollywood) culture via a Flash sequence of loglines (with voiceover).

    One aim of the work is to draw reader attention back to the title poem, with the hope that readers might spend more time with initial conditions (i.e., the tabular poem that serves as gateway to the piece) in order to think through the conceptual and often conflicting aspects of media work.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 13.01.2013 - 19:34

  7. Trilogy

    My work with visual narrative has included installation form, book works, diptychs and billboard presentations. Using the web has allowed me to continue to expand my preoccupations with constructing rules for reading, methods of pacing and continue to explore image/text relationships. I am interested in the space between language and image.

    Trilogy is comprised of 3 image/text narratives whose themes are concerned with survival. Locale and characters are suggested by cropped fragments from mass media imagery as well as map fragments. While the images may allude to time period by photographic style or content, their function (protagonist, action, location) is directed by the text.

    Trilogy is a collaboration with Los Angeles fiction writers Rod Moore and Katherine Haake, both of whom have allowed me to reconfigure their texts.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 13.01.2013 - 21:10

  8. E:Electron

    E:Electron is an extended structural analogy, using the periodic table of elements to muse on the life of a love affair and states of mind. Three pieces work together to create nuances of connections and relations. A poem hidden in the periodic table of elements leads to the stages of a relationship. Each element adds a new electron or word association, cumulating in a lifetime of memory. These connect to an intricate series of poems that fill each electron shell with musing.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 13.01.2013 - 23:43

  9. Default Lives

    This satirical game poem creates a small deterministic universe— a system into which a player is faced with choices, real and illusory, as they shape their “life.” Conceptually patterned after the Hasbro “Game of Life,” this hypertext version presents similar choices to its players but using an interface that lays out the general structure yet retains the element of surprise. Coverley uses this to drive home a critique of gender roles, career choices laying bare how they determine and limit one’s choices in a supposedly free and open American society. Her tongue-in-cheek tone, hokey music, prosy lines of verse, and a humorously generous ending soften the biting commentary enacted in this game, inviting readers to play, explore, and reflect.

    (Source: Leonardo Flores, I ♥ E-Poetry)

    Scott Rettberg - 18.01.2013 - 23:04

  10. Random Paths

    This hypertext poem is structured linearly, yet it offers a couple of forks in the road which can sometimes lead to endless delay. Based on a holiday in Rome, the speaker’s sends her wandering eye and inquisitive mind through the city combining text and thematically related images in each node. The first node triggers a popup window titled “Rome_index” which provides a 6 x 5 grid of thumbnail images that respond to mouseovers, bringing up new images of Rome. This sensitive surface allows readers to perform a psychogeographic exploration of Rome as perceived by the speaker’s photographic eye. The circular linearity of the poem allows you to experience it multiple times, each time observing new snippets of this ancient city to juxtapose with the poem’s lyric voice. Note: This poem is best read in Internet Explorer because it uses older JavaScript codes to create pop-up windows in a way that other contemporary browsers have difficulty understanding. You will need to enable pop up windows in your browser to allow all pop ups from the site. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 19.02.2013 - 19:12

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