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Moonmist

Moonmist

THE IMPLEMENTOR’S CREED

I create fictional worlds. I create experiences.

I am exploring a new medium for telling stories.

My readers should become immersed in the story and forget where they are. They should forget about the keyboard and the screen, forget everything but the experience. My goal is to make the computer invisible.

I want as many people as possible to share these experiences. I want a broad range of fictional worlds, and a broad range of “reading levels.” I can categorize our past works and discover where the range needs filling in. I should also seek to expand the categories to reach every popular taste.

In each of my works, I share a vision with the reader. Only I know exactly what the vision is, so only I can make the final decisions about content and style. But I must seriously consider comments and suggestions from any source, in the hope that they will make the sharing better.

I know what an artist means by saying, “I hope I can finish this work before I ruin it.” Each work-in-progress reaches a point of diminishing returns, where any change is as likely to make it worse as to make it better. My goal is to nurture each work to that point. And to make my best estimate of when it will reach that point.

I can’t create quality work by myself. I rely on other implementors to help me both with technical wizardry and with overcoming the limitations of the medium. I rely on testers to tell me both how to communicate my vision better and where the rough edges of the work need polishing. I rely on marketeers and salespeople to help me share my vision with more readers. I rely on others to handle administrative details so I can concentrate on the vision.

None of my goals is easy. But all are worth hard work. Let no one doubt my dedication to my art.

Stu Galley wrote the words you see above in early September of 1985, a time when Infocom was reeling through layoff after torturous layoff and looked very likely to be out of business in a matter of months. It served as a powerful affirmation of what Infocom really stood for, just as the misplaced dreams of Al Vezza and his Business Products people — grandiose in their own way but also so much more depressingly conventional — threatened to halt the dream of a new interactive literature in its tracks. “The Implementor’s Creed” is one of the most remarkable — certainly the most idealistic — texts to come out of Infocom. It’s also vintage Stu Galley, the Imp who couldn’t care less about Zork but burned with passion for the idea of interactive fiction actually worthy of its name.

Galley’s passion and its associated perfectionism could sometimes make his life very difficult. In the final analysis perhaps a better critic of interactive fiction than a writer of it — his advice was frequently sought and always highly valued by all of the other Imps for their own projects — he would be plagued throughout his years at Infocom by self-doubt and an inability to come up with the sorts of original plots and puzzles that seemed to positively ooze from the likes of Steve Meretzky. Galley’s first completed game, The Witness, was developed from an outline provided by Marc Blank and Dave Lebling, while for his second, Seastalker, he collaborated with the prolific (if usually uncredited) children’s author Jim Lawrence. After finishing Seastalker, he had the idea to write a Cold War espionage thriller, tentatively called Checkpoint: “You, an innocent train traveler in a foreign country, get mixed up with spies and have to be as clever as they to survive.” He struggled for six months with Checkpoint, almost as long as it took some Imps to create a complete game, before voluntarily shelving it: “The problem there was that the storyline wasn’t sufficiently well developed to make it really interesting. I guess I had a vision of a certain kind of atmosphere in the writing that was rather hard to bring off.” Suffering from writer’s block as he was, it seemed a very good idea to everyone to pair him up again with Lawrence late in 1985.

Just as Seastalker had been a Tom Swift, Jr., story with the serial numbers not-so-subtly filed away, the new game, eventually to be called Moonmist, would be crafted in the image of an even more popular children’s book protagonist with whom Lawrence had heaps of experience: none other than the original girl detective, Nancy Drew. She was actually fresher in Lawrence’s mind than Tom: he had spent much of his time during the first half of the 1980s anonymously churning out at least seven Nancy Drew novels for the Stratemeyer Syndicate, creators and owners of both the Tom and Nancy lines. As in Seastalker, you provide Moonmist with a name and gender when the game begins. The game and its accompanying feelies, however, would really kind of prefer it if you could see your way to playing as a female. Preferably as a female named “Nancy Drew,” if it’s all the same to you.

The plot is classic Nancy, a mystery set in a romantic old house, with a hint of the supernatural for spice. You’ve received a letter from your friend Tamara, for whom a semester abroad in Britain has turned into an engagement to a Cornish lord. It seems she has need for a girl detective. She’s living with her Lord Jack now at his Tresyllian Castle — chastely, in her own bedroom, of course — and all is not well. Lord Jack’s uncle, Lionel, was a globetrotting adventurer who recently died of “some sort of fatal jungle disease” that he may or may not have accidentally contracted. Lord Jack’s last girlfriend, the beautiful Deirdre, became entangled with his best friend Ian as well, and then allegedly committed suicide by drowning herself in the castle’s well after Jack broke it off with her in retaliation. Now her ghost is frequently seen haunting the castle and, Tamara claims, trying to kill her with venomous spiders and snakes. Joining you, Lord Jack, Tamara, and Ian at the castle for a memorial dinner marking the first anniversary of Lord Lionel’s death are Vivien, a painter and sculptor and the local bohemian; Iris, a Mayfair debutante who may or may not have something going with Ian; Dr. Wendish, Lord Lionel’s old best mate; and a slick antique dealer named Montague Hyde who’s eager to buy up the castle’s contents and sell them to the highest bidder.

Labelled as an “Introductory” level game, Moonmist splits the difference between earlier Infocom games to bear its “Mystery” genre tag. It doesn’t use the innovative player-driven plot chronology of the most recent of those, Ballyhoo, opting like DeadlineThe Witness, and Suspect for a more simulationist turn-by-turn clock that gives you just a single night to solve the mystery. However, you the player don’t have to engage in the complicated, perfectly timed story interventions demanded by those earlier mysteries. After the events of the dinner party that sets the plot in motion, Moonmist is actually quite static, leaving you to your own devices to search the castle for clues and assemble a case that will reveal exactly what happened to Deirdre and who is dressing up as her ghost every night. (You didn’t think the ghost was real, did you? If so, you haven’t had much exposure to Nancy Drew or the works she spawned — like, for instance, Scooby-Doo.) You’ll also need to find a mysterious treasure brought back to Cornwall by Lord Lionel after one of his expeditions abroad. Depending on which version of Moonmist‘s mystery you’re playing, therein may also lie another nefarious plot.

But wait… which version? Yes. We’ve come to the most interesting innovation in Moonmist. The identity of the guilty one(s) and the nature of the treasure change in four variations of the plot, which you choose between in-character by telling the butler your “favorite color” at the beginning of the game: green, blue, red, or yellow. (I’ve listed them in general order of complexity and difficulty, and thus in the order you might want to try them if you play Moonmist for yourself.) Infocom had tried a branching plotline once before, in Cutthroats, but not handled it terribly well. There the plot suddenly branched randomly well over halfway through the game, leading you the intrepid diver to explore one of two completely different sunken shipwrecks. If the objective was to make an Infocom game last longer, the Cutthroats approach was nonsensical; it just resulted in two unusually short experiences that added up to a standard Infocom game, not a full-length experience that could somehow be experienced afresh multiple times. And randomly choosing the story branch was just annoying, forcing the player to figure out when the branch was about to happen, save, and then keep reloading until the story went in the direction she hadn’t yet seen. The worst-case scenario would have to be the player who never even realized that the branch was happening at all, who was just left thinking she’d paid a lot of money for a really short adventure game.

While it’s not without problems of its own, Moonmist‘s approach makes a lot more sense. I do wish you were allowed to name your color a bit later; this would save you from having to play through a long sequence of identical introductions and preparations for the dinner party that kicks off the mystery in earnest. Still, Moonmist‘s decision to reuse the same stage set, as it were — rooms, objects, and characters — in the service of four different plots is a clever one, especially in light of the limitations of the 128 K Z-Machine. It’s of course an approach to ludic mystery that already had a long history by the time of Moonmist, beginning with the board game Cluedo back in 1949 and including in the realm of computer games the randomized mysteries of Electronic Arts’s not-quite-successful Murder on the Zinderneuf and the hand-crafted plots of Accolade’s stellar Killed Until Dead amongst others.

Moonmist is, alas, less successful at crafting 4 mysteries out of the same cast and stage than Killed Until Dead is at making 21. Moonmist‘s variations simply aren’t varied enough. Although the perpetrator, the treasure, and the incriminating evidence change, the process of finding them and assembling a case is the same from variation to variation. After you’ve solved one of the cases, and thus know the steps you need to follow, solving the others is fairly trivial. The process of finding Lord Lionel’s treasure is literally a scavenger hunt, a matter of following a trail of not-terribly-challenging clues in the form of written messages until you arrive at its conclusion. The guilty guest, meanwhile, is readily identifiable as the one person who leaves the dinner party and starts poking restlessly around the rest of the castle. And once the treasure is secured and the guilty one identified it’s mostly just a matter of searching that person’s room carefully to come up with the incriminating evidence you need and making an “arrest.” The changes from variation to variation amount to no more than a handful of objects placed in different rooms or swapped out and replaced with others, along with a bare few paragraphs of altered text. Although they’re not randomly generated, the cases feel unsatisfying enough that they almost just as well could have been; there’s a distinct “Colonel Mustard in the lounge with the candlestick” feel about the whole experience. Even the exact words that the guilty party says to you never change from variation to variation. Most damningly, Moonmist never even begins to succeed in giving you the feeling that you’re actually solving a mystery — the feeling that was so key to the appeal of Infocom’s original trilogy of mystery games. You’re just jumping through the hoops that will satisfy the game and cause it to spit out the full story in the form of the few bland sentences that follow your unmasking of the mastermind.

Some of these shortcomings can doubtless be laid at the feet of the aging 128 K Z-Machine, whose limitations were beginning to bite hard into Infocom’s own expectations of even a modest work like Moonmist by 1986. Even reusing most of the environment apparently didn’t give Galley and Lawrence enough room to craft four mysteries that truly felt unique. On the contrary, they were forced to save space by off-loading many of the room descriptions into a tourist’s guide to Tresyllian Castle included with the documentation. So-called “paragraph books” fleshing out stories (and providing copy protection) via text that couldn’t be packed into the game proper would soon become a staple of CRPGs of the latter half of the decade wishing to be a bit more ambitious in their storytelling than simple hack-and-slashers like Wizardry and The Bard’s Tale. But a CRPG is a very different sort of experience from a text adventure, and what’s tolerable or even kind of fun in the former doesn’t work at all in the latter. Having to constantly flip through a slick tourist brochure for room descriptions in Moonmist absolutely kills the atmosphere of a setting that should have fairly dripped with it. Tresyllian Castle is, after all, set on a spooky moor lifted straight out of The Hound of the Baskervilles, and comes complete with everything an American tourist thinks a British castle should, including a hedge maze (thankfully not implemented as an in-game maze), a dungeon, and a network of secret passages.

The text’s scarcity is doubly disappointing because the writing, when it’s there, is… well, I’m not sure I’d label it “great” or even “good,” but it is perfectly evocative of the sort of formulaically comforting children’s literature Jim Lawrence had so much experience crafting. How you react to it may very well depend on your own childhood experiences with Nancy Drew — or, perhaps more likely if you’re male like me, with her Stratemeyer Syndicate stablemates The Hardy Boys (yet another line for which Lawrence, inevitably, wrote a number of books). Just the idea of a white-haired old man raised in the swing era trying to write from the perspective of a 1980s teenager is weird; Nancy, born a teenager in 1930, is like Barbie and Bart Simpson eternally stuck at the same age both physically and mentally. Given that Nancy is, like Barbie, largely an aspirational fantasy for those who read her, Lawrence tries to make her life everything he thinks a contemporary twelve-year-old girl — the sweet spot of the Nancy Drew demographic — wishes her life could be in a few years. And given the artificial nature of the whole concept and its means of production, Nancy, and therefore Moonmist, inhabit a sort of cartoon reality where people routinely behave in ways that we never, ever see them behaving in real life. See, for example, your first meeting with Ian and Iris, nonsensically dancing together to pass the time before dinner “to the faint sound of rock music from a portable radio on a table nearby.” I mean, really, who the hell starts dancing just to pass the time, and who dances to the “faint sound of rock music?” Once or twice the writing veers into the creepy zone, as when Lawrence declares, “My, what a fine figure of a woman!” when you take off your clothes preparatory to taking a bath. But mostly it manages to be quaint and nostalgically charming with its mixture of Girl Power and romantic teenage giddiness.

"My fiance, Lord Jack Tresyllian," Tamara introduces him. "Jack, this is my friend from the States, Miss Nancy Drew."

"So you're that famous young sleuth whom the Yanks call Miss Sherlock!" says Lord Jack. "Tammy's told me about the mysteries you've solved -- but she never let on you looked so smashing! Welcome to Cornwall, Nancy luv!"

Before you know it, he sweeps you into his arms and kisses you warmly! Let's hope Tamara doesn't mind -- but for the moment all you can see are Lord Jack's dazzling sapphire-blue eyes.

Considered as an Infocom game rather than a Nancy Drew novel, however, Moonmist is afflicted with a terminal identity crisis. Infocom had been making a dangerous habit of conflating the idea of an introductory-level game for adults with that of a game for children for some time already by the time it appeared. Seastalker, the first game to explicitly identify itself as a kinder, gentler Infocom product, had originally been marketed upon its release in June of 1984 as a story for children, trailblazer for a whole line of “Interactive Fiction Junior” that would hopefully soon be selling madly to the same generation of kids that was snapping up Choose Your Own Adventure paperbacks by the millions. Sadly, that never happened — doubtless not least because a Choose Your Own Adventure book cost $2 or so, Seastalker $30 or more. Upon the release exactly one year later of Brian Moriarty’s Wishbringer, an introductory-level game written using the same adult diction of most of Infocom’s other games, the “Junior” line was quietly dropped and Seastalker relabeled to join Wishbringer as an “Introductory” game, despite the fact that the two were quite clearly different beasts entirely. Then, in October of 1986, Moonmist was also released as simply an adult Introductory” game — but, as just about the entire article that precedes this paragraph attests, Jim Lawrence and Stu Galley apparently didn’t get a memo somewhere along the line. Moonmist the digital artifact was, in opposition to Moonmist the marketing construct, plainly children’s literature. At best — particularly if she used to read Nancy Drew — the adult player was likely to find Moonmist nostalgically charming. At worst, it could read as condescending. Any computer game released into the cutthroat industry of 1986 was facing a serious problem if it didn’t know exactly what it was and whom could be expected to buy it. Moonmist, alas, wasn’t quite sure of either.

That said, Moonmist actually did somewhat better than one might have expected given this confusion. Its final sales would end up at around 33,000 copies, worse than those of Seastalker but not dramatically so. There’s good reason for its modern status as one of Infocom’s less-remembered and less-loved games: it’s definitely one of the slighter works in the canon. Certainly only hardcore fans are likely to summon the motivation to complete all four cases. Despite its shortcomings, though, others may find it worth sampling one or two cases, and historians may be interested in experiencing this early interactive take on Nancy Drew published many years before the long-running — indeed, still ongoing — series of graphic adventures that Her Interactive began releasing in the late 1990s.

Moonmist would mark the last time that Stu Galley or Jim Lawrence would be credited as the author of an Infocom game. Lawrence returned to print fiction, where he could make a lot more money a lot more quickly than he could writing text adventures. Galley remained at Infocom until the bitter end, working on technology and on one or two more game ideas that would frustratingly never come to fruition. Given just how in love he was with the potential of interactive fiction, it does seem a shame that he never quite managed to write a game that hit it out of the park. On the other hand, his quiet enthusiasm and wisdom probably contributed more than any of us realize to many of those Infocom games that did.

(In addition to the Get Lamp interviews, this article draws from some of the internal emails and other documents that were included on the Masterpieces of Infocom CD. An interview with Galley in the June 1986 issue of Zzap! was also useful.)

 
 

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Leather Goddesses of Phobos (or, Sex Comes to the Micros — Again)

The Dirty Book

For a brief moment there circa 1981, it looked like Softporn was going to spawn a whole new genre of sexy software. Following that game’s release and its massive-by-the-standards-of-1981 commercial success, others rushed to jump on the bandwagon, and the phrase “bedroom hacker” suddenly took on a whole new meaning. The titles conveyed the programs’ contents pretty well: Bedtime Stories, Dirty Old Man, Encounter, Zesty Zodiacs. Those wanting to get right down to business could presumably buy the straightforwardly named Sex Disk, while those more into foreplay could pick up Wanna Play Footsie?. My personal favorite, which makes me laugh every time for some reason, is Pornopoly. Some ambitious entrepreneurs even formed a program-of-the-month club for adult software, The Dirty Book. Their advertisements trumpeted the microcomputer “sexplosion,” promising “bedroom programs and games geared to creative, joyful living and loving,” the “opportunity to chart your own course to greater intimacy and satisfaction in the months to come.” Virtually all of this stuff was, whatever your opinion of its subject matter, pretty low-rent in execution, managing to make Softporn, hardly a marvel of writing or programming in its own right, look downright classy. But the quality of adult software never got a chance to improve in the way of other genres because suddenly, barely a year after the sexplosion began, it was all over. It was the would-be home-computer revolution that killed it.

A near-hysteria against videogames was sweeping certain sectors of the United States at that time. This was the era when entire towns were banning videogame arcades, when the Surgeon General was claiming they “addicted children, body and soul.” Makers of home computers were eager to not only avoid being tarred with the same brush, but to capitalize on the travails of the arcades and the videogame consoles by positioning a home computer like the Commodore VIC-20 as the better, healthier family alternative to an Atari VCS. A home computer, so the ad copy claimed, was first and foremost educational, a point always backed up with glossy photos of beaming children learning math or their ABCs in front of a glowing screen. A game like Pornopoly was, to say the least, not exactly compatible with that image. Indeed, American culture as a whole was changing when it came to matters of the flesh. The Christian Right was a major force to be reckoned with in American politics following Jerry Falwell’s founding of the Moral Majority in 1979 and the major role it played in getting Ronald Reagan elected President the following year. Now public attitudes toward sex were beginning to lurch back toward the wholesome 1950s, away from the revolutionary 1960s and the free-and-easy 1970s.

And so the sexplosion petered out prematurely. Even at Sierra the dying embers of California hippie decadence that had led to that famous Softporn hot-tub cover photo were fading out as the marketers and venture capitalists rushed in. Softporn itself was pulled off the market within a couple of years of its release, despite the fact that it was still selling very well, and Roberta Williams underwent a headspinning transformation from the topless swinger on the cover of Softporn to the wholesome Great Mom behind family-friendly titles like King’s Quest, Mickey’s Space Adventure, and Mixed-Up Mother Goose. Even Electronic Arts, who dearly wanted to see software as the next big trend for with-it hipsters, were careful to stay well away from any hint of sex in their games.

But of course sex never, ever really goes away. It just goes underground. With sexy software now too hot for “legitimate” distributors or shops to handle, the latest programs were traded about for free — often via the burgeoning network of pirate bulletin-board systems — or sold via advertisements in the backs of the sorts of less-than-discerning “alternative weeklies” of which every major city seemed to have at least one specimen. The character of the programs themselves changed as well. The first generation of sexy software had been relatively staid as such things go, more akin to one of the ubiquitous soft-core couple’s manuals found in such quantity on bookstore shelves then and now than hardcore pornography. This attitude extended to intent as well as content: most of these programs were quite clearly pitched to adults who would use them to enhance a relationship or social Sexy Times. The new generation of games and programs, however, was all too obviously created by the teenage boys who were beginning to dominate amongst computer users — teenage boys who had watched their share of porn but had little to no experience with actual sex. Their audience was likewise looking for something unabashedly designed to help them get off — solo.

Amongst the earliest and the most popular of all this lot was a little charmer of a text adventure called Farmer’s Daughter. It’s about exactly the teenage fantasy its name would imply: “She’s wearing tight denim shorts and a skimpy white halter top, her nipples just about poking right through. She looks about sixteen… and willing!!!” Originally created on a Commodore 64 by a couple of teenagers named R.W. Fisher and D.W.J. Sarhan and sold through advertisements in Playboy and National Lampoon amongst other places (Fisher claims they “sold a ton”), Farmer’s Daughter was hugely played, traded, and ported within the pirate underground, enough to make it one of the most popular text adventures of all time. This was one that every teenage hacker just had to have in his collection, and thanks to its subject matter one he was much more likely to earnestly try to play than just about any other. With a claim at least as great as that of Softporn to being the urtext of a whole genre of “adult interactive fiction” — Farmer’s Daughter is actually pornographic; Softporn, despite its name, isn’t — it’s still remembered by some with nostalgia even today. In 2001, one “Despoiler” even made a new version to run on modern interactive-fiction interpreters.

Farmer’s Daughter is actually one of the subtler specimens of its type, playing out largely like just another home-grown text adventure until you get to the big climax. A more typical example of one of these blue-balled fever dreams is Mad Party Fucker: “You have been invited to a party at a huge mansion. It is rumored that whores will be there. You come there nude and ready for action.” (You’re destined for the social faux pas of the century if those “rumors” turn out not to be true and this is just an ordinary old dinner party…) The hilarity of that tagline is unfortunately undercut by the ugliness of its other part: “The object of this game is to fuck as many women as you can without getting bufu’ed by fags (contracting AIDS).”

By no means did the horn-dogs confine themselves to text. In addition to endless variants of strip poker — many of them inevitably featuring the era’s most popular pinup girl, Samantha Fox — there were all sorts of rhythmic action games on offer, of varying degrees of grossness. Have a look at the website Girls of ’64 sometime and marvel and shudder at the sheer quantity and variety of the offerings. Disgusting as so much of this stuff is, there’s also something quaint about it. In just another decade or so the arrival of the Internet in homes would mean that never again would teenage boys have to satisfy their lust with pixelated, sometimes almost indecipherable 8-bit graphics and text adventures, for God’s sake.

The respectable magazines of the trade press, not to mention the shop shelves, gave no hint of this hyperactive pornographic underground. Through the brief home-computer boom and bust of 1982 to 1985 commercial software was almost universally G-rated. Sexual content began to creep back into the software overground only in about 1986. By this time the home-computer revolution had, as we’ve noted in plenty of earlier articles, largely come and gone in the eyes of the mainstream media, leaving behind a core of committed hobbyists to which it no longer paid all that much attention. One of the first publishers to sidle back through the door this partially reopened was Jim Levy’s Activision 2.0: both Alter Ego and Portal deal with sex with a bracing frankness. Notably, neither is a “sex game” in the way of those that were once featured in The Dirty Book. They’re rather games with something to say about real life; they include sex simply because sex is a part of life. As such, their sexual content could, and often did, go entirely unremarked by people who didn’t actually play them.

To everyone’s surprise, the first game of the post-bust era that did happily define itself as a “sex game” came from Infocom, heretofore regarded as amongst the most literary and mature of game makers. Leather Goddesses of Phobos put its sexy content front and center in its box copy and advertisements and, most of all, in its title.

Leather Goddesses of Phobos

Long before Leather Goddesses of Phobos became an actual game, it was a title and a joke — or, rather, a couple of jokes. Just after their move in 1982 into their first real corporate offices on Cambridge’s Wheeler Street, Joel Berez and Marc Blank organized a little housewarming party for Infocom’s handful of staffers and board of directors as well as other intimates — among them staffers at their new G/R Copy PR agency, employees of other local software companies and distributors, even owners of nearby computer shops. Berez and Blank were, claims Steve Meretzky, “extremely hyper” about making sure it came off as the perfect coming-out event for the growing company, despite the fact that just a few dozen outsiders were actually attending. In the offices’ central room was a big chalkboard listing all of Infocom’s modest catalog of just a few adventure games and the computers for which each was available. Always the jokester, Meretzky crept over to the chalkboard just before the party started and added an entry for Leather Goddesses of Phobos — “something that would be a little embarrassing but not awful.” Berez saw it minutes later and “erased it in a panic” before any of the outsiders could see it.  (Berez and Meretzky actually had something of a history of this sort of thing. Meretzky, in the words of Mike Dornbrook, “always made fun of Joel. Mercilessly. But in a very humorous way…”)

Anticlimactic as its ending was, the story, and most of all the name, nevertheless passed into Infocom lore. Leather Goddesses of Phobos became the default name of any project that hadn’t yet been given a name of its own: “For years thereafter, when anyone needed to plug the name of a nonexistent game into a sentence, it would be Leather Goddesses of Phobos.” The name even made its way into a couple of real games: it’s a videotape the protagonist of Starcross watches, much to his disappointment when he finds out it’s actually “something about the history of the Terran Union”; and it’s the name of the only functioning machine in the video arcade in Wishbringer.

The other joke was almost as old. Whenever discussions came around to what sorts of games Infocom should do, to what genres they should cover, someone would inevitably suggest a porn game. At first the joke was just a flippant response, but as the company plunged into its disastrous 1985 and overall sales began to clearly trend downward it began to take on a decidedly more blackish tinge. At that year’s end, with A Mind Forever Voyaging behind him, Meretzky decided to actually do it: to make a real Leather Goddesses of Phobos — and to put sex in it. He wasn’t, mind you, suggesting a porn game per se, but rather a “racy” spoof of/tribute to the science-fiction serials of the 1930s. It wasn’t a hugely original idea in itself — the Barbarella comics and film of the 1960s had already worked this ground to good effect by making the sex that was implied in the old serials explicit — but it was fairly original as games went, and that was the real point. Knowing that the old dictum of Sex Sells is about as timeless as marketing wisdom gets and that Infocom could really use a hit right about now, marketing manager Mike Dornbrook as well as the other Imps agreed enthusiastically that it was a great idea. Al Vezza, still clinging by his fingernails to a fantasy of Infocom as a force in business software and always terrified of anything that might damage the company’s image in that quarter, was less enthusiastic, but allowed Meretzky to proceed. As a sop to sensibilities like his, Meretzky did agree to allow the player to select from three levels of naughtiness: “tame,” “suggestive,” and “lewd.” (I’m not certain if anyone in the history of the world has ever actually played Leather Goddesses on anything but “lewd.” That’s kind of the point of the game, isn’t it?)

Sex aside, with Leather Goddesses we’re back in Meretzky’s comfortable wheelhouse of zany science-fiction comedy, complete with all the puzzles that were so conspicuously missing from A Mind Forever Voyaging. It’s thus easy enough to cast Leather Goddesses as an artistic retreat for a Meretzky who had pushed the envelope too far with his previous game. Doing so would not be entirely incorrect, but it’s not precisely the whole truth either. You see, we really can’t set the sex aside quite so easily as all that. Leather Goddesses may mark a formal retreat in many ways, but in his soul Meretzky still desperately wanted to rake some mucks, to make another political statement. And while, as a playthrough of A Mind Forever Voyaging will attest, Meretzky was genuinely passionate about and committed to his political views, he was also a young creative person who, like so many young creative persons, just wanted to cause some controversy — any controversy.

A Mind Forever Voyaging dealt with some politically sensitive topics, and I was hoping that it would stir up a lot of controversy. It didn’t. Not a single flaming froth-at-the-mouth letter. So I decided to write something with a little bit of sex in it, because nothing generates controversy like sex. I’m hoping to get the game banned from 7-Eleven stores. Finally, I get asked all the time, “When are you guys gonna do a graphic adventure?” Well, we won’t add pictures to our stories, so this was the only way to create a graphic adventure.

Leather Goddesses of Phobos begins with this:

Some material in this story may not be suitable for children, especially the parts involving sex, which no one should know anything about until reaching the age of eighteen (twenty-one in certain states). This story is also unsuitable for censors, members of the Moral Majority, and anyone else who thinks that sex is dirty rather than fun.

The attitudes expressed and language used in this story are representative only of the views of the author, and in no way represent the views of Infocom, Inc. or its employees, many of whom are children, censors, and members of the Moral Majority. (But very few of whom, based on last year's Christmas Party, think that sex is dirty.)

By now, all the folks who might be offended by LEATHER GODDESSES OF PHOBOS have whipped their disk out of their drive and, evidence in hand, are indignantly huffing toward their dealer, their lawyer, or their favorite repression-oriented politico. So... Hit the RETURN/ENTER key to begin!

Couched in humor as it is, this is also the most topical, baldly political statement ever to appear in an Infocom game. A Mind Forever Voyaging had at least spread a thin veneer of science-fiction worldbuilding over its political message. Not so here; Meretzky calls out the Moral Majority by name. It might perhaps be a bit hard for us today to appreciate the big stew of silliness that is Leather Goddesses of Phobos as a full-on political statement. Indeed, it can be hard not to get annoyed with the game’s intermittent tendency to pat itself on the back for an alleged edginess that strikes us today as about as transgressive as missionary sex in a private bedroom between a happily married heterosexual couple. See, for instance, this gag, obviously inspired by George Carlin’s famous “Seven Words You Can’t Say On Television” routine.

>z
Time passes...

[A warning for any Jerry Falwell groupies who are miraculously still playing: we'll be using the word "tits" in five turns or so. Please consult the manual for the proper way to stop playing.]

>z
Time passes...

[Only a few turns until the "tits" reference! Use QUIT now if you might be offended!]

>z
Time passes...

[Last warning! The word "tits" will appear in the very next turn! This is your absolutely last chance to avoid seeing "tits" used!!!]

>z
Time passes...

A hyperdimensional traveller suddenly appears out of thin air. "My sister has tremendous breasts," says the traveller and, without further explanation, vanishes, leaving only a vague trace of interdimensional ozone.

[Oh, regarding the use of "tits," we changed our mind at the last minute. Everyone agreed it was too risque.]

We owe it to the game to take a moment to try to understand just why Leather Goddesses is so inexplicably proud of itself. In 1986, the year that Leather Goddesses was released, the culture wars of the 1980s were at their peak. The previous year had given the country Senate hearings instigated by Tipper Gore’s Parents Music Resource Center and their “Filthy Fifteen” list of offending songs; the hearings would lead to a “Parental Advisory” label, the so-called “Tipper sticker,” appearing on many cassettes and CDs. Two months before Leather Goddesses‘s publication Attorney General Edwin Meese’s Commission on Pornography published a report which claimed a direct link between violent crime and access to pornography amongst a host of other dubious assertions, and which argued for stepped-up enforcement of so-called “decency standards.” The following April the Federal Communications Commission would effectively change some of those same standards in a landmark ruling that levied stiff fines on shock jock Howard Stern’s radio show; from now on it would be possible to fine radio broadcasters not just for violating a list of proscribed words but for any “language or materials that depict or describe, in terms patently offensive to community standards or the broadcast media, sexual or excretory activities or sexual organs.” Taken in the context of these events and many others, Leather Goddesses‘s self-satisfaction feels more understandable and even, in its modest way, more principled.

But what is there to say about Leather Goddesses apart from its politics? Well, Mike Dornbrook’s succinct description of the game for Infocom’s newsletter is a pretty accurate one: “Hitchhiker’s Guide with sex.” You play an ordinary citizen of Upper Sandusky, Ohio, in the year 1936 who gets abducted by the Leather Goddesses of Phobos. These same Leather Goddesses are also planning to invade Earth itself, to make of it their own “private pleasure world.” You’re to be an experiment to pave the way: “your unspeakably painful death will help our effort to enslave humanity” in some way that’s never elaborated, although you are told that it will involve “lots of lubricants, some plastic tubing, and a yak.” Luckily, you escape to hopscotch around a pulp-science-fiction version of the solar system with a sidekick you pick up along the way, trying to assemble the pieces of a “Super-Duper Anti-Leather Goddesses of Phobos Attack Machine!”

1. a common household blender
2. six feet of rubber hose
3. a pair of cotton balls
4. an eighty-two degree angle
5. a headlight from any 1933 Ford
6. a white mouse
7. any size photo of Jean Harlow
8. a copy of the Cleveland phone book

It is, to say the least, a pretty nonsensical plot, one that ultimately boils down in tried-and-true adventure-game fashion to a big treasure hunt — something the game, which spends lots of time gleefully embracing and then subverting adventure-game clichés, is well aware of.

All of those teenage boys who doubtless dived into Leather Goddesses hoping it would get them off were in for a disappointment. If we accept the common definition of pornography as any work designed primarily to sexually arouse or titillate, over and above any other artistic purpose, Leather Goddesses resoundingly fails to qualify. Its few sex scenes are purposely full of schlocky romance-novel clichés, all “hot, naked bodies,” “warm and wild feelings springing from your loins, spreading like a fiery potion through your veins” and “lustful orgasms” (is there any other kind?). The detailed play-by-play and anatomical precision that teenage boys crave is, needless to say, not to be found here. In a nod toward gender equality that you certainly wouldn’t see from the pornographic-software underground, it’s actually possible to play Leather Goddesses as either a male or a female; you select your gender at the beginning of the game by going into either the men’s or women’s restroom. The sexes of various people you encounter during the game are adjusted accordingly. The very fact that Meretzky was able to do this so seamlessly within the brutal textual constraints of the 128 K Z-Machine says a lot about just how soft-focus the sex scenes actually are.

While Meretzky gets points for making the effort to include the 30 percent or so of Infocom’s loyal customers who were females, my old Gender Studies indoctrination from university does prompt me to note that even if you choose to play as a female you’re still playing a game largely built for the male gaze. Notably, the Leather Goddesses themselves don’t change gender, and remain equally interested in you whether you play as male or female. There are a couple of obvious causes for this. One is of course that changing the Leather Goddesses to Leather Gods would have been really hard given the constraints of the Z-Machine, not to mention problematic given the name of the game. And the other is that 1980s males who were appalled by male homosexuality were often more than accepting of a bit of female-on-female action.

I find the most jarring moment in Leather Goddesses to be not one of the sex scenes but rather the first time Meretzky swears at me. His first “let’s cut the bullshit” just a few turns in feels so aggressive, so at odds with Infocom’s usual house style that it always hits me like a slap. Moreover, it somehow doesn’t feel genuine either; it feels like Meretzky is swearing at me out of a sense of obligation to the “lewd” mode, and that he’s not entirely comfortable in doing so. More successful are all of the sly double entendres that litter the text, right from the moment you walk into a restroom at the beginning of the game and find a “stool” there. They’re all about as stupid as that, but sometimes gloriously so. My favorite bit might just be the response to the standard SCORE command.

>score
[with Joe]
Unfortunately, Joe doesn't seem interested, and it takes two to tango.

When he’s not cursing or referencing sex in some way, Meretzky is giving you pretty much the game you’d expect from the guy who wrote Planetfall and co-wrote The Hitchhiker’s Guide to the Galaxy: lots of broad, goofy humor, the jokes coming fast and furious, often falling flat but occasionally hitting home. The situations you get yourself into are as gloriously stupid as the puns and double entendres, and perfectly redolent of the game’s inspirations: you go wandering through the jungles of Venus; go sailing the canals of Mars; and, best of all, get into a swordfight in space where you can inexplicably talk to your opponent and where Newtonian mechanics most resoundingly don’t apply. I’d probably be a bit more excited about the humor in this and Meretzky’s other games if it hadn’t led to so many less clever imitators who held fast to the “stupid” but forgot the “glorious.” See, for example, this description of a spaceship in Leather Goddesses, which is far more anatomically explicit than anything in any of the sex scenes: “Hanging from the base of the long, potent-looking battleship are two pendulous, brimming fuel tanks.” Then compare it with its distressingly literal adaptation to graphics in the blatant but more explicit Leather Goddesses clone Sex Vixens from Space of a couple of years later.

Sex Vixens from Space

One thing that had changed about Meretzky’s work by the time of Leather Goddesses is pointed out by passages like the one just quoted: his writing has improved, subtly but significantly. Perhaps due to his enthusiasm and the sheer pace at which he turned out work, the Meretzky of Planetfall, Sorcerer, and even A Mind Forever Voyaging could be a bit slapdash, even a bit lazy in stringing his words together from time to time. Jon Palace, Infocom’s secret weapon in so many things, did much to keep that from happening in Leather Goddesses. Palace:

I would make an attempt to point out areas where the text could be a little richer. At one point Steve just gave me a big fat printout of all the words in the game. I went through it and tried to find opportunities for adjectives or verbs that could be a little more interesting.

Leather Goddesses‘s text is indeed more interesting, with more of a “you are there” feeling, with more showing and less telling. Meretzky was grateful enough to give Palace a special public thank you for “sensualizing” his text.

Still, I remain most impressed by Meretzky as a game and puzzle designer rather than as a writer. Leather Goddesses excels here. Take all the sex and all the humor away, and it’s still just a damn fine example of adventure-game craft, the best Meretzky had yet come up with. One of its puzzles in particular, the “t-removing machine,” has rightly gone down in text-adventure lore as just possibly Meretzky’s cleverest and most memorable ever. It’s also one that could never, ever be done successfully in any other medium, and another example of an increasing interest in abstract wordplay that marked many of Infocom’s later titles. The game’s most elaborate set-piece puzzle is yet another example of an Infocom maze that isn’t really a maze in the traditional sense. That said, it might just leave you longing for the days of “twisty little passages, all alike.” What with a quickly expiring light source and the cycling series of perfectly timed actions required to stay alive, it’s certainly the most polarizing of the puzzles, infuriating to a certain sort of player who considers it just tedious busywork and delightful to another type ready to pull out a pencil and paper and settle down for a nice logistical challenge. (Personally, I’m in the latter camp.) Virtually all of the other puzzles are very entertaining in less polarizing ways, logical despite the illogic of the setting and solvable, but not trivially so. It all makes for a hell of a lot of fun, even if you do mostly have to have your clothes — well, your loincloth — on.

Leather Goddesses‘s packaging became one of Infocom’s most memorable collections, arguably the last such before the company’s straitening economic circumstances began to really affect the contents of those beloved gray boxes. Meretzky always took an early and personal interest in this aspect of his games, and Leather Goddesses was no exception. He had barely begun working on the game when he had the idea of including a scratch-and-sniff card with various scents that the player would be asked to smell from time to time. Meretzky:

I got several dozen samples from the company that made the scents. Each was on its own card with the name of the scent. So one by one I had other Infocom employees come in, and I’d blindfold them and let them scratch each scent and try to identify it. That way, I was able to choose the seven most recognizable scents for the package. It was a lot of fun seeing what thoughts the various scents triggered in people, such as the person who was sniffing the mothballs and got a silly grin on his face and said, “My grandmother’s attic!”

Thus the game was designed to incorporate the seven “most recognizable” scents rather than the scents being chosen to fit the game, an unusual but not unique case of placing the feelie cart before the game horse (remember, for instance, the Wishbringer stone?). And, since you’re probably wondering: no, none of the scents were remotely sexual.

The package also included a 3-D comic complete with the requisite glasses for reading it, drawn by the same artist responsible for Trinity‘s comic, Richard Howell. (Howell would go on to have a long career in comic books.) The box cover art itself would prompt a squabble between Meretzky and Mike Dornbrook’s marketing department almost as heated as the great Spellbreaker/Mage controversy of the year before. Meretzky wanted to develop for the cover the concept drawing you see below, featuring a collection of elements from the game itself. (Thanks to Jason Scott for making this image available online.)

Leather Goddesses of Phobos

Dornbrook’s people, however, thought the drawing was just too busy to work on store shelves. Dornbrook:

You can’t look at a cover in isolation. You’ve got to look at a cover when it’s with a hundred other covers. Does it work on a shelf that’s crowded with covers? If it blends in, doesn’t stand out, it’s a failure, no matter how great the art is. It’s got to work as a cover!

Marketing instead opted for the cleaner, simpler design you saw earlier in this article, which also had the advantage of highlighting the marvelous name around which the whole game had been designed in the first place. A very unhappy Meretzky satirically asked to include a disclaimer in the package apologizing for the lame cover art and explaining how much better it should have been.

Leather Goddesses was released in September of 1986. Obviously feeling they might just have a sorely needed commercial winner on their hands, marketing gave the game special priority. For instance, they printed tee-shirts to pass around and sell through the Infocom newsletter, featuring the Leather Goddesses logo on the front and the slogan “A dirty mind is a terrible thing to waste” on the back. About half of the considerable fan mail the game generated was indeed of the “froth at the mouth” stripe Meretzky had been missing in response to A Mind Forever Voyaging. (Most of the other half, meanwhile, seemed to consist of complaints that the game was too tame.) A woman in Orange County, California, wandered into her local software store only to see the tee-shirt on display on the wall and, even worse, on the backs of some of the staff. She pitched a fit about the game’s title with its “deviant sexual overtones and references to bondage and other unnatural acts.” Her complaints forced an official policy change for the chain’s sixty or so stores: Leather Goddesses must be placed only on the highest shelves at the very back of the store, and could not be included in sales promotions, special in-store displays, or advertisements in any form of media — and of course staffers wouldn’t be allowed to wear their complimentary tee-shirts anymore. At least one of the big mail-order sellers, Protecto Enterprises of Illinois, declared that they were “founded on Christian principles and ethics and will not sell any product that goes against those principles”; Leather Goddesses by their lights did just that. Still, most of the most committed culture warriors in the country just weren’t paying enough attention to the relatively tiny entertainment-software market when there was so much more mainstream material in the form of music and television and films and books to rail against. Thus Meretzky would have to be satisfied with only the occasional outraged letter rather than the pitchfork-wielding mob of his dreams.

Any sales lost for reasons of outraged morality were more than made up for by the game’s sex appeal. Leather Goddesses proved to be by a factor of at least three Infocom’s biggest seller post-Activision acquisition, selling around 130,000 copies — Infocom’s last game to break six digits, their last to qualify as a genuine hit, and their first and last to prove that Sex Sells was as true in computer games as it was in any other media. It lands just below Wishbringer on Infocom’s all-time sales chart, their sixth best-selling game overall. At least one of the fans it attracted may have horrified Meretzky: Tom Clancy, technothriller author and noted friend of the Reagan administration. “I’d like to meet whoever wrote that,” he said in an interview. “I just don’t know what asylum to go to.”

The milestones in general start to get more melancholy now as we move into the latter stages of Infocom’s history. There’s one more we should mention in the case of Leather Goddesses, over and above “last 100,000 seller” and “last hit.” It marked also the last time that Infocom would have a significant part in, for lack of a better word, the conversation inside the computer-game industry at large. Other publishers took note of Leather Goddesses‘s success. With the industry’s sexual taboo at least partially broken thanks to Infocom and (to a lesser extent) Activision, sex on the computer would begin to cautiously poke its head back up out of the underground again. We’ll see plenty of evidence of that in future articles.

Like Hitchhiker’s, Leather Goddesses advertises a sequel in its finale that the original Infocom would never deliver: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X. (A graphic adventure by that name would be designed by Meretzky and released by Activision under the Infocom label well after the original company was dissolved.) Too bad the series barely got started, because the already planned title of a third game might have really riled up some sensitive souls: Diesel Dikes of Deimos.

(As usual, Jason Scott’s Get Lamp interviews were invaluable to this article. Steve Meretzky is also interviewed at length in Game Design Theory and Practice by Richard Rouse III. Also useful: the October 1987 and July 1988 Computer Gaming World, and the Summer 1986 edition of Infocom’s Status Line newsletter. The Dirty Book advertisement is from the September 1982 Kilobaud.)

 

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Trinity Postscript: Selling Tragedy

Like A Mind Forever Voyaging, Trinity seemed destined to become a casualty of an industry that just wasn’t equipped to appreciate what it was trying to do. Traditional game-review metrics like “fun” or “value for money” only cheapened it, while reviewers lacked the vocabulary to even begin to really address its themes. Most were content to simply mention, in passing and often with an obvious unease, that those themes were present. In Computer Gaming World, for instance, Scorpia said that it was “not for the squeamish,” would require of the player “some unpleasant actions,” that it was “overall a serious game, not a light-hearted one,” and then on to the firmer ground of puzzle hints. And that was downright thoughtful in comparison to Shay Addams’s review for Questbusters, which tried in a weird and clunky way to be funny in all the ways that Trinity doesn’t: “It blowed up real good!” runs the review’s tagline, which goes on to ask if they’ll be eating “fission chips” in the Kensington Gardens after the missiles drop. (Okay, that one’s dumb enough to be worth a giggle…) But the review’s most important point is that Trinity is “mainly a game” again after the first Interactive Fiction Plus title, A Mind Forever Voyaging, so disappointed: “The puzzles are back!”

Even Infocom themselves weren’t entirely sure how to sell or even how to talk about Trinity. The company’s creative management had been unstintingly supportive of Brian Moriarty while he was making the game, but “marketing,” as he said later, “was a little more concerned/disturbed. They didn’t quite know what to make of it.” The matrix of genres didn’t have a slot for “Historical Tragedy.” In the end they slapped a “Fantasy” label on it, although it doesn’t take a long look at Trinity and the previous games to wear that label — the Zork and Enchanter series — to realize that one of these things is not quite like the others.

Moriarty admits to “a few tiffs” with marketing over Trinity, but he was a reasonable guy who also understood that Infocom needed to sell their games and that, while the occasional highbrow press from the likes of The New York Times Book Review had been nice and all, the traditional adventure-game market was the only place they had yet succeeded in consistently doing that. Thus in interviews and other promotions for Trinity he did an uncomfortable dance, trying to talk seriously about the game and the reasons he wrote it while also trying not to scare away people just looking for a fun text adventure. The triangulations can be a bit excruciating: “It isn’t a gloomy game, but it does have a dark undertone to it. It’s not like it’s the end of the world.” (Actually, it is.) Or: “It’s kind of a dark game, but it’s also, I like to think, kind of a fun game too.” (With a ringing endorsement like “I like to think it’s kind of a fun game,” how could anyone resist?)

Trinity‘s commercial saving grace proved to be a stroke of serendipity having nothing to do with any of its literary qualities. The previous year Commodore had released what would prove to be their last 8-bit computer, the Commodore 128. Despite selling quite well, the machine had attracted very little software support. The cause, ironically, was also the reason it had done so well in comparison to the Plus/4, Commodore’s previous 8-bit machine. The 128, you see, came equipped with a “64 Mode” in which it was 99.9 percent compatible with the Commodore 64. Forced to choose between a modest if growing 128 user base and the massive 64 user base through which they could also rope in all those 128 users, almost all publishers, with too many incompatible machines to support already, made the obvious choice.

Infocom’s Interactive Fiction Plus system was, however, almost unique in the entertainment-software industry in running on the 128 in its seldom-used (at least for games) native mode. And all those new 128 owners were positively drooling for a game that actually took advantage of the capabilities of their shiny new machines. A Mind Forever Voyaging and Trinity arrived simultaneously on the Commodore 128 when the Interactive Fiction Plus interpreter was ported to that platform in mid-1986. But the puzzleless A Mind Forever Voyaging was a bit too outré for most gamers’ tastes. Plus it was older, and thus not getting the press or the shelf space that Trinity was. Trinity, on the other hand, fit the bill of “game I can use to show off my 128” just well enough, even for 128 users who might otherwise have had little interest in an all-text adventure game. Infocom’s sales were normally quite evenly distributed across the large range of machines they supported, but Trinity‘s were decidedly lopsided in favor of the Commodore 128. Those users’ numbers were enough to push Trinity to the vicinity of 40,000 in sales, not a blockbuster — especially by the standards of Infocom’s glory years — but enough to handily outdo not just A Mind Forever Voyaging but even more traditional recent games like Spellbreaker. Like the Cold War Trinity chronicles, it could have been much, much worse.

 
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Posted by on February 26, 2015 in Digital Antiquaria, Interactive Fiction

 

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T Plus 6: All Prams Lead to the Kensington Gardens

kensington

‘Twere better Charity
To leave me in the Atom’s Tomb –
Merry, and Nought, and gay, and numb –
Than this smart Misery.

— Emily Dickinson

And so, as another Infocom game once put it, it’s all come down to this. We have indeed come a long way, looked at a lot of history. But now it’s time to refocus on the game of Trinity. Fair warning, then: massive spoilers ahead.

Throughout its considerable length Trinity has constantly implicated the Wabewalker, and through him we who pull his strings, in the tragic history of the atomic age, refusing to allow us the comfort of abstraction. We’ve been forced to cold-bloodedly kill a couple of cute, innocent little would-be pets to show us that killing is ugly and heartbreaking, not a mere matter of shifting columns and figures around on a spreadsheet showing projected death counts. We’ve met the same woman in two different times, once as a happy little girl in Nagasaki just before the bomb dropped and again as an old woman still bearing the visible scars of her suffering there many years later. We’ve frolicked with a dolphin who’s about to be stupidly, senselessly cooked alive by a hydrogen bomb in the name of some ephemeral geopolitical advantage, bringing home to us what these terrible weapons do to the fragile ecosystems of our one and only home. We’ve made a bomb of our own and experienced some of the heady rush that comes with harnessing such elemental forces of nature — the same rush that captured and possibly consumed both Robert Oppenheimer and Edward Teller, each in his own way. We’ve watched history being written down before our eyes into a permanent and remorseless Book of Hours. And we’ve located the fulcrum of history in that fateful moment on the morning of July 16, 1945, way out in the New Mexican desert.

It eventually becomes apparent that the overriding objective of Trinity the game is to sabotage Trinity the first test of an atomic bomb. All of our hopscotching through time has been to set us up for that goal. At last, we achieve it. We expect something triumphant. Surely this means that humanity has been steered away from this senseless course, that all this tragic history we’ve been experiencing has been averted.

Right?

Well, what we get is this:

You slide the blade of the steak knife under the striped wire and pull back on it as hard as you can. The thick insulation cracks under the strain, stretches, frays and splits...

Snap! A shower of sparks erupts from the enclosure. You lose your balance and fall backwards to the floor.

"X-unit just went out again," shouts a voice.

"Which line is it, Baker?"

"Kid's board says it's the informer. The others look okay. We're lettin' it go, Able. The sequencer's running."


The walkie-talkie hisses quietly.

"Congratulations."

You turn, but see no one.

"Zero minus fifteen seconds," crackles the walkie-talkie.

"You should be proud of yourself." Where is that voice coming from? "This gadget would've blown New Mexico right off the map if you hadn't stopped it. Imagine the embarrassment."

A burst of static. "Minus ten seconds."

The space around you articulates. It's not as scary the second time.

"Of course, there's the problem of causality," continues the voice. "If Harry doesn't get his A-bomb, the future that created you cannot occur. And you can't sabotage the test if you're never born, can you?"

The walkie-talkie is fading away. "Five seconds. Four."

The voice chuckles amiably. "Not to worry, though. Nature doesn't know the word 'paradox.' Gotta bleed off that quantum steam somehow. Why, I wouldn't be surprised to see a good-sized bang every time they shoot off one of these gizmos. Just enough fireworks to keep the historians happy."

And then we’re stuck right back where we started, in the Kensington Gardens on the eve of World War III, to do everything we’ve already done all over again… ad infinitum.

There are two levels on which to wrestle with this strange, bitter ending: on the physical, as realistic storyworld plot logic; and on the symbolic or poetic. Let’s start with the first.

While it’s hardly crystal clear, we can best surmise that Trinity portrays an alternate reality whose laws of physics dictate that that first atomic bomb — and presumably all the ones to follow, should anyone have been able to create them — should have blown up vastly bigger than the scientists who created it expected — and bigger also than the bombs we know from our own reality. Thus the gadget of this subtly different universe “would’ve blown New Mexico right off the map.” Like so much else in Trinity, it’s an idea with an historical basis, which is discussed at some length in The Day the Sun Rose Twice by Ferenc Morton Szasz. This book, published only shortly before Moriarty started working on Trinity, became his bible for the details of the Trinity test; Szasz himself became an informal personal adviser.

As early as 1922 Nobel Laureate Francis William Aston warned against “tinkering with angry atoms,” voicing concerns that a physicist might accidentally start a chain reaction that would fuse hydrogen in the earth’s atmosphere into helium, the same process that powers the sun — and the hydrogen bomb. The question of whether a human-induced chain reaction taking place inside a bomb could start a runaway chain reaction in the atmosphere at large would continue to nag in the background for a long time, right up through the Trinity test and even well beyond it. In July of 1942, when the Manhattan Project was just getting started in earnest, Edward Teller of all people produced a series of calculations that seemed to show that a fission bomb could in fact create enough heat to ignite the atmosphere. All work came to a halt for several panicked days while the other scientists checked his numbers. It was decided that a probability of better than 1 in 3 million of such an apocalypse actually occurring would be enough to scuttle the Manhattan Project entirely. In the end some of Teller’s numbers were proved to be in error, the probability judged to be somewhat less than 1 in 3 million, and work resumed.

Yet even after they had checked and rechecked their calculations a certain nervousness persisted amongst the scientist preparing for the Trinity test. Enrico Fermi dealt with the question with his typical black humor, offering wagers on whether the bomb would cause a runaway chain reaction at all and, if so, whether it would take out just New Mexico or the whole world. (In either of the latter cases, the winner was likely to be sadly unable to collect…) When the bomb finally exploded, a number of scientists recall an instant of panic at its sheer scale, an instant of wondering if the runaway chain reaction they had all shoved into the backs of their minds was happening before their eyes. Their relief as it became clear that the explosion had reached its limit was perhaps even greater than their relief and sense of triumph that the Manhattan Project had succeeded in its mission.

So, that’s one important part of Trinity‘s ending. But if we can feel ourselves on firm ground with a supersized version of the Trinity bomb absent the Wabewalker’s interference, the rest of what’s happened is rather less clear. Rather than causing the Trinity bomb to simply not work at all, our act of sabotage has merely reduced the scale of its explosion to the Trinity test we know from our own reality — i.e., to the scale the scientists were expecting all along. It seems very hard to believe that cutting a wire would really have allowed the Trinity bomb to blow up nevertheless, only not as big as it otherwise would. Still, we may have to accept the Wabewalker’s act as having had just that outcome. If we do, we must then assume that “bleeding off that quantum steam” entails that all future nuclear explosions will also be reduced in power to correspond with the one that’s just been sabotaged, as a result of some sort of heretofore undiscovered self-correcting quality of the universe. The Wabewalker, whom we might better name Sisyphus, must cycle again and again through time, (partially) sabotaging the Trinity bomb over and over to prevent that paradox that nature “doesn’t know” — the paradox that must be if he doesn’t perform the actions that give birth to the world he knew when he took his $599 London Getaway Package. We might consider him a hero, except that it’s not at all clear that his actions are a net positive. If “blowing New Mexico right off the map” would have led humanity to stop this madness and thus averted the nuclear apocalypse that comes in the Kensington Gardens, then according to the terrible logic of war in the nuclear age the lives of all those New Mexicans would better have been sacrificed in the name of saving billions more all over the world. Our victory in Trinity is the very definition of Pyrrhic.

This chain of conjecture is a sometimes flimsy one, some of its logic a bit wobbly. Yet one feels that trying to parse Trinity‘s ending any more closely gets us into the fan-fiction territory of, say, hardcore Ultima fans trying to reconcile with itself Richard Garriott’s ever-changing world of Britannia, of frantic ret-conning to make sense of things that just, well, don’t make sense. As Andrew Plotkin once said of Trinity‘s ending, “I’ve always been uncertain about how well it hangs together. But just uncertain enough that I think it might be cooler than I am capable of grasping.” It’s Trinity‘s ability to evoke the doubt expressed in that second sentence that may just be its saving grace as a time-travel fiction.

But you know what? I’m not sure how much I care about the real-world logic behind Trinity‘s ending, simply because it’s so powerful on a poetic and philosophical level. Taken as just the culmination of a time-travel puzzle, it’s very clever, yes, if not quite clever enough to feel entirely bulletproof. (Where did the umbrella actually come from? If, as would seem to be implied, that’s your corpse you meet in the magical land, how to reconcile that with the apparently eternal loop you’re stuck in?) It’s clever in a way that any science-fiction fan has seen many times before, clever in the way of that cool twist at the end of a great thriller. Taken more abstractly, however, it becomes much more than merely clever. And it’s on that more abstract level that I find I really want to discuss it.

Before I do that, though, I should take a moment to talk a bit more about why I’m so willing to forgive Trinity its faults as realistic fiction. It’s a question I’ve spent quite some time considering, using as a point of comparison Trinity‘s perpetual point of comparison, Infocom’s other unabashed striving for the mantle of Literature A Mind Forever Voyaging. As many of you doubtless remember, I dinged that game pretty hard for its own various failings as realistic fiction. I therefore owe it to you to explain why I’m so blasé about this aspect of Trinity. One possibility is of course that I simply like Trinity better, and am thus more willing to excuse its failings. However, while the first part of that statement is certainly true, I’m not so sure about the second. Roger Ebert (every gamer’s favorite critic, right?) often used to say that every movie deserves to be reviewed on its own terms — i.e., on the terms of what it’s trying to be. If a movie wants to be a moody art-house character study, how much insight does it give into the proverbial human condition? If it’s a fast-paced action flick, how well does it get the adrenalin pumping? If it’s a porno… well, you get the idea. Unless I’ve misjudged its intent entirely, A Mind Forever Voyaging wants to be a compelling piece of hard science fiction, a realistic extrapolation of current trends in the spirit of the fictions it references on its back cover, Brave New World and Nineteen Eighty-Four. Trinity, though, wants to be something quite different, more poetic than realistic, more a philosophical meditation than a plot-driven story. Particularly when we’re in the magical land that serves as the hub of our historical explorations, we’re literally wandering through a landscape of symbolism, of ideas cast into physical reality. Trinity is a philosophical meditation given the superficial form of a story, like Gulliver’s Travels or Thus Spoke Zarathustra.

I think it’s fair to judge its ending in particular on those terms. I consider Trinity‘s ending to be both the bleakest and the most profound in the Infocom catalog, much more so than that of Infidel in that Moriarty’s ending serves as the essential culmination of his game’s message, not as a mere experiment to see whether a tragic ending could “work” in an interactive medium. Indeed, one could use the word “experiment” to describe most of Infocom’s pre-Trinity nods toward Literature. The ending of Infidel, the friendship and sad fate of Floyd in Planetfall, arguably even the political message and puzzleless structure of A Mind Forever Voyaging were treated almost as technical challenges: “Can we use interactive fiction to do XXX?” Trinity alone feels like a mature, holistic statement rather than an experiment. It doesn’t even bother wasting time on the question: “Of course we can, and now here’s an historical tragedy for ya.”

I want to come back to the idea of Trinity as a tragedy, but first I want to look more closely at another phrase I’ve thrown out there from time to time in this series of articles: this idea of Trinity as a “meditation on history.” Ridiculously simplified, there are two ways of viewing history, of viewing time itself: as a ladder or as a wheel.

History as a ladder is an ongoing process of improvement and perfection. Wars and other terrible things sometimes happen that knock us a notch or two back down the ladder, but we always pick ourselves up and start to climb again. As long as we keep working at it, the lives of most of the people on earth will most of the time continue to get better. It’s an idea that by this point seems intertwined into the very DNA of most Western societies. You can find it in Christianity — particularly Protestant Christianity — whose moral precepts are still at the root of our systems of laws: a Christian, born into a heritage of sin, spends her life striving to overcome that heritage and improve both herself and the world around her, after which she’s rewarded with the ultimate perfection of Heaven. You can find it in our economic systems: capitalism is based on the assumption that we can always make more money than we did the previous year (an assumption which, as Karl Marx among others have pointed out, may not be sustainable in the long term). The United States, amongst the most Christian and the most unabashedly capitalist of Western societies, hews to the idea particularly closely: what else is the American Dream but an idealized narrative of personal improvement and eventual perfection, a secular version of Christianity’s spiritual journey? In the euphoric aftermath of the fall of the Soviet Union, American historians started enthusiastically writing about “the end of history,” declaring the world to have reached the top of the ladder and attained perfection at last — in, naturally, the image of the United States. But I’m not here to condemn the notion of history as progress. Far from it. As an American myself, it’s largely the way I too see the world — and, I would even say, with good reason. Still, we should give due weight to the other point of view.

Circumstances come and go, says the circular view of history, but through it all there is the Eternal Now. As the Book of Ecclesiastes, one of the most beloved and most theologically problematic books of the Old Testament, says: “The thing that hath been, it is that which shall be; and that which is done is that which shall be done: and there is no new thing under the sun.” It’s a view that’s actually even older than Ecclesiastes, stretching back to the pre-Socratic Greek philosophers whose works often survive only as fragments. Since then it’s tended to be most prevalent in non-Western societies. Certainly we can see it in Hinduism and Buddhism with their nearly perpetual reincarnation of the soul rather than the single life as a journey toward perfection (or damnation). It was resurrected in the West only in the last few hundred years by the school of European continental philosophy, whose tolerance for ambiguity and subjectivity tends to stand it in opposition to the analytic tradition that dominates in Britain and the United States, with its emphasis on rationalism and empiricism. Thus you can find it in Nietzsche’s idea of the Eternal Recurrence. You can find it in our old friend Robert Pinsky’s metaphor of the Figured Wheel. You can find it in its most nihilistic incarnation in many apocalyptic fictions of the Cold War, such as Walter M. Miller, Jr.’s A Canticle for Leibowitz, which posits a humanity destined to pull itself out of the Dark Ages only to destroy its civilization as soon as nuclear weapons are (re)invented, over and over again in a futile cycle of stupidity spanning endless millennia. And of course you can find it in Trinity, which posits your grand adventure to be a perpetual loop — or, to choose another symbol from the game itself, a Klein bottle with no beginning, no end, and no measurable property of progress in between.

Trinity‘s despairing nihilism is a result of Brian Moriarty’s own conviction as of 1986 that nuclear war was inevitable, that it was only a question of “when” and “how,” never “whether.” Any thoughtful person studying the history of atomic weapons and the Cold War as of 1986 could experience the same sense of predestination, the sense of the futility of the individual, that permeates Trinity. Time and time again the reasonable men had been battered down by the paranoid and the power-mad. Robert Oppenheimer’s case is just one example. Another, perhaps more immediate one for Moriarty would have been the story of President Carter, who entered office determined to reduce the United States’s nuclear arsenal to a “minimal deterrence” level of just 100 to 200 missiles and reach reasonable accommodations with the Soviet Union on a host of issues; he exited four years later amidst boycotts and spiking tensions, and having initiated the arms buildup that would go on to become the most extreme in the peacetime history of the country under Ronald Reagan. Against the forces of history, it seemed that even a good and powerful man like Carter was ultimately powerless.

Can I, the individual, alter the course of history? My answer must first depend on whether I believe in free will. Trinity would seem to tell us that we do have free will on an individual, granular level. The Book of Hours we discover in the magical land shows the Wabewalker’s actions in its pages only as he performs them, not before. Yet on the other hand, virtually everything else in the game is set up to make us feel, as Moriarty put it in an interview published immediately after Trinity, “the weight of all this history, crushing you.” There’s not a lot of individual agency allowed by that description, is there? The magical land of metaphor that serves as the spine of the game would certainly seem to represent a view of time that’s mechanistic and eternally recurring. The sun sweeps around and around its perimeter under the control of the mechanical sundial at its center — literally a wheel of time — its shadow falling again and again on the same set of historical events. “No new thing under the sun” indeed. This is the tragic view of history.

And now, having stumbled upon that word yet again, I think it’s time for us to really think about it. Like so many words, it has at least a couple of valid usages. In everyday speech we use it pretty much any time something really sad or really unjust happens to anyone. So, yes, the recent terrorist attacks in Paris and Copenhagen were tragic. But they weren’t tragedies in the philosophical or literary sense that Trinity is a tragedy.

Most of us were inculcated as schoolchildren in another version of tragedy: it’s all about the “tragic flaw.” A noble, virtuous, and capable man is utterly undone by a single failing in his character: perhaps Lust, perhaps Greed, perhaps Ambition, perhaps Jealousy. The tragic hero must of course die for his failing, but in the process of doing so he will be redeemed and restored to at least a measure of his former greatness through self-discovery and acknowledgement of his sins. Originating with Aristotle in roughly 350 BC, it proved to be a conception very well-suited to later Christian societies, for the cycle forms a neat allegory of the central narrative of Christianity: the Creation, the Fall, and Redemption in the after-life. How appropriate then that the earliest great tragedy of the Elizabethan era, Christopher Marlowe’s Doctor Faustus, not only follows this outline perfectly but has its protagonist directly interacting with metaphysical specters of Christian good and evil.

Still, despite lots of hammering and prodding over the centuries, the tragic flaw actually sits rather uncomfortably upon lots of tragic heroes. What’s the tragic flaw of Oedipus? He quite sensibly did everything he reasonably could to derail the prophecy that he would kill his father and marry his mother, only to have the universe screw him over anyway. What’s the tragic flaw of Hamlet? Some critics have tried to say it’s indecisiveness, but one can’t help but feel that wishy-washyness lacks a certain moral grandeur. What’s next? Messiness as a tragic flaw? (If so, and as anyone who’s ever seen my office will attest, I’m screwed.)

Aristotle’s word that is generally translated as “tragic flaw” is “hamartia.” It’s a term with its origins in archery, where it’s used to refer to a “missing of the mark.” It was removed from this context by Aristotle, and extended to mean any general mistake or failing. Later, Christian translators may have anachronistically inserted the concept into their own worldview, giving it a moral, even spiritual dimension it does not generally possess in Greek tragedy. There is no grand Christian narrative of guilt, punishment, and redemption to be found here, but rather a sort of cosmic joke and an illustration of the powerlessness of even the mightiest in the face of a universe determined to have its way with us no matter what we do. This is the conception of tragedy hinted at in the works of the philosophers who lived during and before the time of Sophocles, well before the time of Aristotle. It’s the conception of tragedy that Nietzsche would rescue and begin to expound in the nineteenth century after centuries of neglect. Trinity also connects itself to these classical currents, not least via another in its arsenal of symbols: the ferryman Charon. In Greek mythology, he carries souls from the land of the living to that of the dead. In Trinity, he carries the Wabewalker to the Trinity site, the beginning of the end.

The ancient Greeks called the elemental, irresistible force of the universe, the “what will be must be” of existence, “physis.” Some people prefer to call it God; some prefer to call it science — or, more specifically and interestingly, physics. Whatever you call it, it can be a bitch sometimes. The real key to Trinity the tragedy may lie in those lines from Hamlet quoted on the back of its box:

The time is out of joint;
O cursed spite, That ever I was
born to set it right!

Hamlet is arrogant enough to believe he’s some sort of Aristotelian tragic hero, destined to “set it right” through his redemptive, sacrificial heroism. What he fails to understand is that the universe is destined to kick his ass no matter what he does. The Wabewalker is arrogant enough to believe in his sweet, clueless American way that he can “fix” history and make everything better. He’s likewise about to get a swift kick in the ass to disabuse him of that notion. Oedipus the King, Hamlet, and Trinity all in fact share a protagonist who’s deluded enough to believe he can prevent or correct a monstrosity that should not be: a son married to his mother in Oedipus; a brother who has committed fratricide and married his sister-in-law in Hamlet; the atomic bomb in Trinity. The joke’s on them. The universe is, as Trinity‘s climactic text implies and as a little game called Zork once stated outright, “self-contained and self-maintaining.”

So, are we left with nothing more than a sick cosmic joke? An essential component of the Aristotelian conception of tragedy is the hero who is redeemed at last through his suffering. Where is the Wabewalker’s redemption? Those of us who play Trinity today can of course take comfort in the fact that what Moriarty saw as inevitable did not come to pass. Instead a hero emerged named Mikhail Gorbachev who, it turned out, actually was capable of breaking the tragic cycle and just possibly saving the world in the way that Oppenheimer, Carter, the Wabewalker, and so many others were not. Because of him life did not imitate Trinity‘s art.

But playing the Gorbachev card is kind of cheating, isn’t it? Is there redemption to be found within Trinity without recourse to external events? I’m not sure I know how to answer this question, how to describe or explain the way that Trinity makes me feel, but I’ll try.

The ancient Greeks talked about something called the “kairos moment,” the orgiastic instance when physis wells up and Great Change happens. Call it God time if you prefer; call it the ineffable transcendence. At that moment we’re at one with the universe, at one with time. The time is no longer out of joint; we’re living in time, oblivious to it. Those scientists in the New Mexico desert experienced a kairos moment when they saw their gadget explode — so awful and so awe-full. Somehow, in a way nobody has ever adequately described and that I certainly can’t begin to, we can also experience a vicarious kairos time at the culminating moment of tragedy, stare into the abyss and come away redeemed. It’s not about seeking redemption for Oedipus or Hamlet or the Wabewalker. It’s redemption for us.

When Nietzsche wrote of a wheel of time, of the Eternal Recurrence, it wasn’t an exercise in nihilism. Just the opposite. He was looking for a way to escape from the tyranny of linear chronology, from the eternal tragedy of the human condition, which is to live out of joint with time, always casting our mental gaze forward or backward, almost never living in the Eternal Now that is Life. If you’re like me, maybe you feel a bit wistful from time to time when you watch your pets play or eat or love, completely in the moment. They have something we can only touch occasionally, unpredictably. And yet it’s important to try. Because even if the world is headed to hell, even if the missiles are going to fly tomorrow, we have the Now. Because even if our individual Books of Hours are already completely written and we can’t do a damn thing about any of it, we still have the Now. Inside Trinity, we wind up after the supreme futility of the sabotage that wasn’t quite the sabotage we thought it was back in the Kensington Gardens. Okay, fair enough. Let’s take a stroll, feel the sun on our skin, enjoy the happy babble of life around us. Who cares if this is the last moment ever? It’s a moment, isn’t it? Pity to waste it. Anyway, last I checked there was a soccer ball and a perambulator and an umbrella to be gathered…

 

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T Plus 0: The Fulcrum of History

Trinity

We’re interdimensional travelers of time and space, Wabewalkers on the go. We’re going to visit a nondescript spot way out in the New Mexico desert between Socorro and Alamogordo, approximately latitude 33 degrees north, longitude 106 degrees west, late in the evening of July 15, 1945.

If you were a novelist scripting a place to unleash an elemental force of nature, you hardly could have done better than the place we stand now. There’s something different about New Mexico; not for nothing do they call it the Land of Enchantment. It’s a quality of the air, of the light, of the harsh, otherworldly landscape itself which is in no way conventionally beautiful but beautiful all the same. New Mexico captures dreamers for reasons no one can fully articulate. Dreamers like Georgia O’Keeffe, who fled her circle of New York City sophisticates to roam the desert alone and obsessively paint, paint, paint not just the stuff around her but the light that baked her skin brown as a nut. Dreamers like D.H. Lawrence, who wandered to New Mexico as part of his “savage exile” from Britain and stayed long enough to write several books here; he declared New Mexico “the greatest experience I ever had,” one that “changed me forever.”

I know what he meant. When I was young and at loose ends, I took a solitary road trip around the state in my old 280Z, staying at hostels at night and roaming the dunes during the day. I still remember the dust and the sweat and the light, and how good a beer and a dive into a watering hole felt at the end of the day. New Mexico still calls to me. I’ve gone back several times with various companions since, and I suspect I’ll continue to look for excuses to do so for the rest of my life. Still, it’s never been quite the same as it was that first time. I think the desert is best experienced alone.

The part of the desert we’re visiting today was once part of El Camino Real de Tierra Adentro — “The Royal Road of the Interior” — that ran all the way from Mexico City to San Juan Pueblo near the northern border of the present-day state of New Mexico. This stretch of the Camino Real was and is known as Jornada del Muerto — “Journey of the Dead.” It’s so-called because this basin, stretching 100 miles north to south, is bereft of food and water throughout its length. Only yucca and scattered scrub grows here. Native Americans knew from time immemorial to avoid it at all costs, while the Spaniards who died trying to make their way across it became the source of the ominous name it has held since before 1700. The Spaniards named the town they built at its northern tip Socorro — “succor” or “sustenance” — because that’s exactly what it represented to weary travelers from El Paso del Norte heading north toward Santa Fe. Various settlers over the centuries have tried to make a go of life in the Jornada del Muerto, digging wells and bringing in sheep and cattle; we’ll meet in a bit a part of what they left behind. But it’s always a hardscrabble existence, their numbers always few.

Trinity

This particular night in the Jornada del Muerto is an unusual one for two reasons. First of all, it’s raining, something that happens very seldom here. In fact, it’s raining hard, a violent thunderstorm of the sort that visits the desert only once or so per year. The storm will dump four inches of rain in a few hours onto a region that normally only gets about eight per year. That the rain gods should choose this of all nights to have their frolic seems poetically portentous. Because, you see, perched incongruously in the middle of nothing is a 100-foot-tall tower, Ground Zero of a new era in human history.

Base of Tower

A steel tower rises overhead, black against the cloudy sky. Your eyes follow the tapered frame up the ladder, past dangling ropes and cables, to the platform at its summit.

Paved roads and instrument lines lead off into the surrounding desert.

Trinity

Let’s travel up the tower’s length and peek inside the flimsy metal shed perched at its top (what barrier is height to an interdimensional traveler?). Inside we see the “gadget,” the world’s first atomic bomb, an ungainly contraption of steel and cabling. We’ve arrived at Trinity.

Shack

You're in a metal shack, barely twelve feet square. The oak floor is littered with discarded bits of rope, pulleys and other hardware. A dark light bulb hangs from the ceiling. You can see an exit in the west wall.

A five-foot sphere rests on a bracket in the middle of the floor. Its surface is studded with bolts and crossed with electrical cables, all converging in a boxlike enclosure nearby.

Sitting in the corner (luckily, we interdimensional travelers are also invisible) is a young man flipping nervously through a cheap paperback. His name is Donald Hornig, and he’s 25 years old. He’s a prodigious chemist who’s already earned his PhD, an expert on explosives who was plucked out of the Woods Hole Oceanographic Institute by James Conant, President of Harvard, to join the Manhattan Project. He did important work on the implosion process that will, if all goes well, start in a matter of a few hours a nuclear chain reaction in the gadget with which he now shares the shed. He will go on to a long career as a professor and administrator in some of the pinnacles of academia: Brown, Princeton, Harvard.

Right now, however, Hornig is just a glorified babysitter, perched up here because General Leslie Groves and Robert Oppenheimer are paranoid about sabotage and don’t trust any ordinary guard to get too close to the gadget. He must know at some level that, brilliant as he is, he’s no Oppenheimer or Edward Teller; he’s up here at the top of a 100-foot tower babysitting a cobbled-together nuclear bomb in the middle of a violent thunderstorm because he’s expendable. That’s the way it always is; when the Oppenheimers and Groves of the world start their grand projects, there always have to be lots of Hornigs to see that they get done. He tries to forget his predicament, tries to read his book — The Desert Island Decameron, a collection of light essays and stories written by popular authors and sold cheap to keep the troops entertained — under the light of the single bare bulb dangling from the ceiling, trying to ignore the flashing lightning and howling wind. At last, at midnight, with the storm still raging, the telephone rings: “Come down!” Hornig climbs carefully down the side of the tower, then gets into a jeep and heads off to the canteen at the base camp for a cup of coffee. He will be the last person to see the gadget.

As the hours pass and the bomb sits alone up there in its shed, the temporary bunkers and camps that surround it are buzzing with activity. The plan was to explode the gadget at 4:00 this morning, but the weather causes a delay and much uncertainty. It’s considered urgently important to do the test this morning if at all possible, as President Truman is now in Potsdam and awaiting word of the Manhattan Project’s success — or failure — to know how he should conduct himself with Soviet General Secretary Stalin; as a whole raft of dignitaries and representatives have made the trip down to New Mexico to see the blast; as everyone is so damn tired — most of the people working onsite haven’t slept for two days — that they’d need a week or two just to rest and recuperate and prepare everything again for a rescheduled test.

Thankfully, the rain stops at dawn.

At 5:10, a physicist named Samuel King Allison begins intoning the final twenty-minute countdown over loudspeakers mounted all over the complex. His voice booms out for our ears only from the base of the tower itself. Countdowns sounding much like this one will later become familiar to everyone who watches the NASA space launches on television. This one, though, is like the gadget itself the first of its kind in the history of the world. A local radio station is broadcasting on a similar wavelength; Allison’s dulcet tones are occasionally overlaid with snatches of The Nutcracker Suite. Indeed, radio interference has been a constant problem at the Trinity site. The frequency chosen for short-wave communication among the scientists is the same as that used by a railway freight yard in San Antonio, Texas. Throughout the last weeks of frenzied preparation, the scientists could sometimes hear the train dispatchers — and the train dispatchers could presumably sometimes hear the scientists. Even more alarmingly for security, Trinity also occasionally gets its bandwidth crossed with shortwave transmissions from the Voice of America. Hopefully their dialogs are esoteric enough that no one is likely to make sense of them.

At 5:25 we see a signal rocket flash into the sky, at 5:29 another; there was supposed to be one at 5:28 as well, but it was a dud. Let’s freeze time now (we interdimensional travelers do have many powers, don’t we?) and look around to see what else these men have wrought out here in the desert.

Trinity

If we begin to streak outward from the tower in concentric circles — like, say, a hyperactive roadrunner — the first interesting thing we come to is an enormous metal non sequitur perched about half a mile west of the tower.

West of Tower

A tall framework of steel has been erected here, cousin to the larger tower visible not far to the east. Suspended within the frame is an enormous metal barrel, at least twenty feet long and ten wide, with rounded end caps. It looks like a king-sized cold capsule.

>examine barrel
Why would anyone hang a giant barrel in the middle of nowhere like this? There don't seem to be any openings, windows or markings of any kind; as far as you can tell, the thing is utterly useless.

The cold capsule, known colloquially as “Jumbo,” is a sign of the sheer urgency of the Manhattan Project and its associated willingness to expend resources lavishly on things that may actually prove pointless. (This is, you may remember, the same Manhattan Project that designed and built not one but two completely different atomic bombs, one using uranium and the other — the sort being tested this morning — using plutonium, in the hope that at least one of the things would turn out to work.) For a time plans for the Trinity test called for the gadget to be completely enclosed within Jumbo, which was designed to be strong enough that if the explosives mounted around the bomb’s plutonium core fired but failed to trigger the expected nuclear chain reaction its walls would not be breached. Thus it would be easy to collect and reuse the precious plutonium. Manufactured in Ohio, the heart of steel country, to exacting specifications, just getting its 214-ton bulk to the test site turned into a major effort of logistics. A railroad car had to be specially modified to carry this, the largest item ever shipped by rail. Because many sections of track simply couldn’t support something of this weight, the train had to take a circuitous route, from Barberton, Ohio, down to New Orleans, and then west across Texas. A special spur had to be constructed south of Socorro to unload it. Jumbo was then loaded onto a specially constructed 64-wheel trailer and pulled to the Trinity site by nine tractors along a 25-mile road that also had to be constructed from scratch.

And by the time it arrived here at last, two months ago, it was already superfluous. The scientists were feeling more and more confident that the test would be a success, plutonium was beginning to come out of the Manhattan Project’s complex of nuclear reactors in Hanford, Washington, in relatively good quantities, and it would make for a better, easier-to-monitor test if the bomb was exploded in the open air rather than inside a giant steel tube. And so after all that effort Jumbo has ended up here; the scientists lamely explain that they can use it to see what effect an atomic bomb has on… well, on a giant, pointless 214-ton metal tube sitting half a mile away from it. The answer will turn out to be, unsurprisingly, pretty much none at all, although the tower in which it’s mounted will be blown down. Jumbo will eventually end up sitting in the Trinity memorial parking lot for the benefit of the tourists who will be allowed to visit on one or two days out of every year, while scientists will later realize what a blessing it was that Jumbo wasn’t used: it would have been vaporized by the gadget, spewing 214 tons of radioactive particles into the atmosphere.

Trinity

Continuing to circle outward, we come now to a strange artifact of another type not quite a mile southeast of the shot tower.

Shallow Crater

You're standing at the edge of a shallow depression in the desert floor, a few hundred feet across. The ground within is gray and pulverized, as if by a powerful explosion.

This is indeed the remnant of a powerful explosion, of a dress rehearsal of sorts for Trinity that was conducted two months ago. A rather staggering 110 tons of TNT were stacked atop a 20-foot tower, along with a sprinkling of radioactive plutonium for realism’s sake. Then the whole thing was blown up remotely from the control bunker destined to be used for the main test. The plutonium was scattered widely by the explosion, giving the scientists a way to check and calibrate their instruments.

Trinity

Moving along brings us to something more interesting about two miles southeast of the shot tower: an everyday-looking if somewhat worse-for-wear house sitting alone in the desert.

>examine house
The ranch house is squat and ugly, with adobe walls and a cheap tin roof. A deck is attached to the front.

The ranch house was built in 1913 by Franz Schmidt, a German immigrant and homesteader who lived a lonely existence here with his family for about ten years, raising sheep and cattle on land which he leased from the New Mexico government; the state owns most of the Jornada del Muerto. The Schmidts eventually sold the house and their lease on the land to another family, the McDonalds. But in 1942 the McDonalds were forced off their land by the federal government, who needed a wide open space for the testing of artillery and bombs.

When this part of the Jornada del Muerto was selected for the Trinity test in 1944, the house was a convenient bonus. It became a headquarters of sorts for the scientists. The interior was largely stripped, workbenches, maps, and equipment moved in, generators set up just outside for electricity. The doors and windows were weather-stripped as part of an oft-futile battle against the gales of dust and sand that constantly blow over the desert plains. The walls were tar-papered and the roof painted with aluminum paint in a truly futile battle against the searing heat of summer. The scientists found a more effective remedy to be the reservoir out back, perfect for spirit-renewing afternoon dips when the work became exhausting and the heat unbearable.

Let’s peek inside the house, see what they were up to in there…

Assembly Room

Whoever used this room was paranoid about dirt. The floor is swept spotless, and the edges of both windows are carefully sealed with tape. A closed front door leads east, and there's an open closet door in the north wall. Other exits lead south and west.

A workbench covered with loose sheets of brown paper runs along the north wall. You see bits of wire and other debris scattered across the paper.

Trinity

Just a few days ago, on the evening of July 12, the two halves of the gadget’s plutonium core arrived at the ranch house under the stewardship of a young Army sergeant named Herbert Lehr, having ridden down from Los Alamos in the backseat of a sedan. The next day Louis Slotin arrived at the house’s “clean room” — the doors and windows had been sealed with tape and plastic against the ever-present dust and sand — to assemble the core. He placed a beryllium/polonium neutron initiator inside one half of the plutonium core, then gently lowered the other half into place to produce an apparatus about the size of a tennis ball but about the weight of a bowling ball. The scientists call these operations “tickling the dragon’s tail,” as one slip can send the core supercritical, irradiating the surrounding area and anyone within it. In the future such things will be done by machines inside shielded real clean rooms, attended by radiation-suited operators. But in 1945 the scientists place all of their faith in Slotin’s steady hand and steely nerves, and in the jeeps waiting outside with their engines running — as if radiation could be outrun. Luckily, Slotin was an experienced hand at this. The assembly went off without a hitch, the assembled core delivered to the shot tower to be placed inside the gadget the next day. Slotin’s luck, however, won’t hold out forever. Less than a year from now, he’ll make a mistake when performing a similar operation, absorbing a huge dose of radiation and dying agonizingly a week later.

The ranch house, judged too close for safety to the shot tower and thus empty now, will weather the blast none the worse for wear, apart from some blown-out windows. The ravages of time and weather will not be so kind. It will sit, abandoned and ignored, for decades after the Trinity test while David McDonald, patriarch of the family that once owned it, burns with outrage. The McDonalds, David will later claim, had been promised that the lease and the land would be returned to them once the war was over and the need for such large-scale artillery testing disappeared. But after the war that need will be replaced by another: the artillery range will become the White Sands Proving Grounds, where captured V-2 rockets are tinkered with to inaugurate the United States’s missile program. And then the White Sands Proving Grounds will become the modern White Sands Missile Range. Meanwhile David McDonald will continue to insist that the land was “stolen” from his family. The story will take a bizarre turn in 1982 when David McDonald, now 81 years old, will take possession along with his niece Mary of what’s left of the house — by then it will be little more than a ruin — armed with two rifles and a pistol. They will post signs about the property: “Deeded Land — No Trespassing” and “Road Closed to U.S. Army.” Eventually, with the aid of one of New Mexico’s Senators and the district’s Congressmen, they will be talked into leaving the property peacefully.

Whether as a result of David McDonald’s actions or just coincidence, the military will at last decide at about that time to do something with the house. It will be restored to its 1945 condition by the National Park Service and, beginning in 1984, opened to tourists who come to the Trinity site.

Trinity

Continuing our circles, we come at last to some people. Three bunkers are set up about six miles northwest, southwest, and south of the shot tower, each with a handful of inhabitants. Let’s stop at the largest and most interesting of these, the “Baker” bunker south of the tower, from which the explosion is to be actually controlled and monitored.

>examine shelter
The square shelter is built of heavy timber, covered with a thick layer of earth on the north side. Bright light spills across the desert from the open south entrance.

A thin man steps into view, standing just inside the shelter's entrance.

>examine man
The thin man near the shelter is drawn and haggard; it looks as if he hasn't slept in days.

Pushing back his porkpie hat, the thin man peers up at the overcast sky.

The thin man is Robert Oppenheimer. Others out of our sight inside the bunker include Enrico Fermi, the first man to institute a nuclear chain reaction; George Kistiakowsky, head of the group that designed the high-explosive lenses that will collapse the gadget’s plutonium core; Kenneth Bainbridge, who has supervised the practical details of this test on behalf of the Los Alamos scientists; meteorologist Jack Hubbard, who was for most of the previous night the most anxiously consulted man on the site; and Brigadier General Thomas Farrell, General Groves’s right-hand man. Groves himself tore off from the control bunker in a jeep twenty minutes ago, toward the base camp further south, in accordance with a rule that he and Farrell should never place themselves into danger at the same time. All of the people I’ve just mentioned are worthy of articles in their own right. But now, for today, what of Oppenheimer?

Yes, what of Robert Oppenheimer? That’s a question that family, friends, and colleagues have been asking and will continue to ask all his life. As enigmatic a man as you’re ever likely to meet, he seems almost uniquely capable of inspiring either the most fervent admiration or the most contemptuous dislike — and sometimes, as in the case of Edward Teller, both in the same person. Perhaps an old story might help me to begin to explain.

Shortly after a young Oppenheimer accepted a professorship at the University of California at Berkeley, he went on a date with a graduate student. They apparently didn’t hit it off very well, and she fell asleep in the car on what should have been a romantic drive up into the Berkeley hills. Oppenheimer simply parked the car and walked away, leaving the girl to wake up alone in a car to which she had no key several miles from home. To his admirers, this became another amusing story about Oppie the great eccentric, doubtless walking home mulling some fundamental property of the universe, the dull girl long forgotten. To his detractors, it was just a story about a jerk who left a girl stranded in the middle of nowhere for the crime of failing to be his dream date. Far from being natural, they claimed, Oppenheimer’s whole eccentric-intellectual schtick was carefully calculated; he knew exactly the effect he was trying to create when he said, for instance, that he hadn’t been aware of the 1929 stock-market crash until six months after it happened.

Oppenheimer’s famous cultural omnivorism is similarly polarizing. He cooks exotic Indonesian cuisine, studies ethical philosophy, and speaks several languages fluently; when in the Netherlands many years before the war, he would give his physics lectures in Dutch. He collects Renoir, Picasso, Vuillard, Rembrandt, and van Gogh for his walls. He loves classical music, the thorny later works by Beethoven being a particular favorite. He once read the entirety of Das Kapital on a single cross-country train trip. He’s fascinated by Eastern spiritualism, particularly Hinduism, and has learned Sanskrit so as to read the Bhagavad Gita in the original. And yet, while his range of accomplishments is certainly impressive, even Oppenheimer’s friends can sometimes get exasperated with his insistence on working convoluted classical allusions into a discussion on where to eat lunch today. He is, some say, at bottom a poseur.

Yes, for every Oppenheimer admirer there’s a detractor who senses that all of his almost frantic erudition and epicurianism is mere artifice — or part of a striving to fill some basic emptiness at the center of his personality.  One of his Dutch colleagues spoke to this impression when Oppenheimer was still in his twenties: “Robert, the reason you know so much about ethics is that you have no character.” While still an undergraduate, Oppenheimer once expressed to some friends the unbearably adolescent sentiment that “the kind of person I admire most would be one who becomes extraordinarily good at doing a lot of things but still maintains a tear-stained countenance.” One might say that Oppenheimer has spent the last twenty years trying to create just that persona from whole cloth, Byron and Darwin all rolled into one, with all the pretension that implies. The sense so many have that there’s something just not quite honest about Oppenheimer, and the almost visceral loathing this impression can create in them, perhaps does much to explain, if by no means to excuse, the persecution he will suffer in the years to come.

Oppenheimer’s life before the war was a rather shockingly bohemian one by the straitlaced standards of the American physics community, involving flashy cars, a flashy pad in the hills, and, prior to and even after his marriage in 1940, rumors of sexual dalliances. His wife is three-time divorcée Kitty Harrison, a well-known Berkeley radical and former Communist Party member who became pregnant with Oppenheimer’s child while still married to her previous husband.

What many of his supporters will later label mere “flirtations” with communism are in reality much more than that. While he apparently never officially joined the Communist Party himself, Oppenheimer met regularly with most of its prominent members in Berkeley, organized rallies with them for manifold causes, and in 1940 personally edited and wrote much of the content for two pamphlets that hewed very closely indeed to the Communist Party line about the war in Europe:

Europe is in the throes of a war. It is a common thought, and a likely one, that when the war is over Europe will be socialist, and the British Empire gone. We think that Roosevelt is assuming the role of preserving the old order in Europe and that he plans, if need be, to use the wealth and the lives of this country to carry it out. We think, that is, that Roosevelt is not only a “war-monger” but a counter-revolutionary war-monger. We think it is this that has turned him from something of a progressive to very much of a reactionary.

The FBI opened its first file on Oppenheimer in March of 1941.

Still, even many of those who will go on to condemn him would have to admit today that his handling of the Manhattan Project has been spectacular. Placed in charge of the most brilliant single collection of scientific minds of the twentieth century, Oppenheimer has found ways to bend virtually every one of them to his will, despite the fact that lots of them have international reputations that far exceed his own; tellingly, Oppenheimer was chosen by General Groves for his position precisely because he wasn’t already engaged in any other research that looked to be vital to the making of the atomic bomb or any other aspect of the war effort. This gifted scientist has risen to the occasion, proving, at least for these few years, to be an if anything even more gifted politician, leader, and administrator. His charges, even those who didn’t have much use for him a few years ago, have gradually come to love him for always making the sensible choice when a big decision comes to his desk and otherwise keeping the nonsense to a minimum. He gives them clear directives and all the resources they need and then trusts them to see their projects through with minimal interference.

But Oppenheimer has also done something else for the Manhattan Project: as the most notable aesthete amongst its ranks, he’s given it its aesthetic character. Oppenheimer first came to New Mexico as a sickly teenager, sent there by his wealthy New York City family to recover from colitis in the clean air of the high desert. Like so many others with artistic souls, he fell in love with the place. As an adult, he bought a little log cabin east of Santa Fe, and spent time there every summer, sometimes alone, sometimes with his closest friends. Many remarked how free and unaffected Oppenheimer became there. Physics and the desert, he remarked on one of these unguarded occasions, were his only real loves. Oppenheimer must have been thinking what a perfect match the Land of Enchantment made for the elemental power of the atomic bomb when he convinced Groves to buy the Los Alamos Ranch School, a boarding school for boys perched atop a 7200-foot mesa 175 miles north of the place where he now stands, to become the Los Alamos National Laboratory.

The name for this test is also classic Oppenheimer. One’s first assumption upon seeing the name is that “Trinity” must be a Christian allusion, one that might seem vaguely disrespectful or even blasphemous except for the fact that it really doesn’t make any sense at all in that context. Another possibility that will be mooted by later scholars is that the name refers not to the Christian Trinity but to a Hindu concept that would be very appealing to a physicist like Oppenheimer. According to Hinduism, all of the universe is under the sway of three gods: Brahma, the Creator; Vishnu, the Preserver; and Shiva, the Destroyer. Nothing in the universe is ever created or destroyed; it merely changes form at the behest of one of this trinity of gods. It’s the First Law of Thermodynamics as religion.

The likely true story, however, is a much more personal one. Prior to his marriage, Oppenheimer had a passionate, turbulent romantic relationship with a young woman named Jean Tatlock. It was in fact Tatlock, an ardent member of the Communist Party, who introduced Oppenheimer to left-wing politics and to many of the associations he will come to bitterly regret after the war. She also introduced him to the great English metaphysical poet John Donne. One sonnet in particular may have become indelibly linked with Tatlock in Oppenheimer’s mind:

Batter my heart, three-person’d 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.
I, like an usurp’d town to another due,
Labor to admit you, but oh, to no end;
Reason, your viceroy in me, me should defend,
But is captiv’d, and proves weak or untrue.
Yet dearly I love you, and would be lov’d fain,
But am betroth’d unto your enemy;
Divorce me, untie or break that knot again,
Take me to you, imprison me, for I,
Except you enthrall me, never shall be free,
Nor ever chaste, except you ravish me.

The relationship apparently didn’t die even with Oppenheimer’s being “betroth’d unto” another. He met and spent the night with Tatlock on at least one occasion after assuming control of the Manhattan Project; we know this because a pair of government agents tailed them to her apartment and sat outside the entire night. Six months later, in January of 1944, Tatlock committed suicide. Oppenheimer broke down and wept upon hearing the news. It seems very likely that he named the first American test of an atomic bomb after this noted communist with whom he had conducted an extramarital affair. Yes, that’s a horrible, unfairly moralizing reduction of a woman’s life, of a relationship that clearly affected — scarred? — both parties deeply. But, sentiment aside, there’s a part of Robert Oppenheimer that would have slyly enjoyed putting one over on the military command, would have enjoyed hearing all the rampant speculation around him while he just sat enigmatically and cherished his knowledge of what Trinity really meant. This is the old Oppenheimer, Oppenheimer the polarizer.

Whatever else he is, Robert Oppenheimer is right now very near a nervous breakdown as the moment of Trinity, destined to be either the great achievement or the great fiasco of his life, draws near. Always of a nervous disposition, he’s now at the ragged edge. For the last couple of hours General Groves has been periodically leading him out of the bunker on walks to try to calm his nerves. Groves, Oppenheimer’s opposite in every way — rotund where Oppenheimer appears almost emaciated, a blunt personality as devoid of Oppenheimer’s melancholy as he is of his intellectualism — is nevertheless oddly sympatico with the man he hand-picked to lead the scientists. It’s a strange, unlikely bond, but a bond nevertheless. Groves greatly admires Oppenheimer, pronouncing him a “genius”: “Oppenheimer knows about everything. He can talk to you about anything you bring up. Well, not exactly. I guess there are a few things he doesn’t know about. He doesn’t know anything about sports.” His betrayal will thus hurt Oppenheimer even more than that of Edward Teller when, almost nine years from now, he will state at Oppenheimer’s security hearing that he feels that Oppenheimer’s security clearances should be revoked.

Trinity

In the here and now, Groves left Oppenheimer to manage as best he can about 20 minutes ago. Now he’s at the Trinity base camp, a makeshift little town for several hundred scientists, engineers, soldiers, and workers about 10 miles from the shot tower.

There are lots of other people around the site that we could talk about. There is, for instance, Klaus Fuchs, the quiet German exile who has been passing vital secrets of the Manhattan Project to the Soviet Union for months now and will continue to do so for years to come. And look, there’s our old friend Edward Teller. He’s standing on Compañía Hill, a good observation point about twenty miles northwest of the shot tower, along with dozens of other scientists and dignitaries who have just arrived to view the test. Like others all around the site, they’ve been smearing themselves with suntan lotion for protection against the blast. Now most of them are lying, as they’ve been instructed, with their feet facing the blast and their eyes looking away from the direction of the shot tower. One or two, like physicist Richard Feynman, will ignore the instructions and suffer temporary blindness as a result.

Yes, we could say so much more about these people standing at the fulcrum of history, but it’s time to end Oppenheimer’s torment. Let’s return to the shot tower and restart time.

At 5:29:45, a spark leaps from the control bunker to the gadget, jumping across the 32 detonators attached to the 32 lensed explosive charges spaced about the inside of the sphere. The sphere implodes with tremendous force, crushing the plutonium core into a supercritical mass. Its atoms begin to fission, releasing energy and freeing neutrons. The free neutrons strike more atoms of plutonium, causing them to fission in turn; a nuclear chain reaction has begun. As the quantity of fissioning atoms increases exponentially, the superheated core expands outward, until the atoms are no longer close enough together to sustain the chain reaction. And just like that, it’s all over — except for the boom, as the radioactive material, hotter now than the surface of the sun, explodes outward with a force equivalent to 20,000 tons of TNT.

Trinity

At the Baker bunker, one person says, “My God, it’s beautiful.” “No,” replies another, “it’s terrible.” “Now we’re all sons of bitches,” says yet another.

Ed Lane, engineer of a passing train:

All at once it seemed as if the sun had suddenly appeared in the sky out of darkness. There was a tremendous white flash. This was followed by a great red glare and high in the sky there were three tremendous smoke rings. The highest was many hundreds of feet high. They swirled and twisted as if being agitated by a great force. The glare lasted about three minutes and then everything was dark again, with dawn breaking in the east.

H.E. Wieselman, passenger on another train:

Suddenly, the tops of high mountains by which we were passing were lighted up by a reddish, orange light. The surrounding countryside was illuminated like daylight for about three seconds. Then it was dark again. The experience scared me. It was just like the sun had come up and suddenly gone down again.

L. Don Leet, a seismologist monitoring the blast from 50 miles away:

When it let go, it lit up 180 degrees of the horizon, not like one but a dozen brilliant suns. It stayed lit up and made chills run up my back because I knew what might happen if it was not controlled. It was followed by a brilliant red wall of flame. Fifty miles away it was like an earthquake.

Trinity

Physicist William Laurence, on Compañía Hill along with Teller and the others:

There rose from the bowels of the earth a light not of this world, the light of many suns in one. It was a sunrise such as the world had never seen, a great green super-sun climbing in a fraction of a second to a height of more than 8,000 feet, rising ever higher until it touched the clouds, lighting up earth and sky all around with a dazzling luminosity. Up it went, a great ball of fire about a mile in diameter, changing colors as it kept shooting upward, from deep purple to orange, expanding, growing bigger, rising as it was expanding, an elemental force freed from its bonds after being chained for billions of years. For a fleeting instant the color was unearthly green, such as one sees only in the corona of the sun during a total eclipse. It was as though the earth had opened and the skies had split. One felt as though he had been privileged to witness the Birth of the World—to be present at the moment of Creation when the Lord said: “Let There Be Light.”

New Mexicans in the vicinity believe the state has just experienced an earthquake, or that a meteor has just come to earth. Many of a religious inclination believe this must be the end of the world. Others assume “the Japs” have unleashed some horrible new weapon.

The military will quickly claim that the explosion was the result of an accident at an ammunition dump, but those relatively close to the blast will have cause to be skeptical of that story. In the weeks to come, ranchers will notice that many of their cows have begun losing their hair. It will eventually grow back in, but when it does so it does so in white. After the atomic bombing of Japan, when everyone knows at last what really happened at the Trinity site, these “atomic cows” will become press favorites. Unpainted fences will also turn white, as will some of the ranchers’ beards and half of a black cat. Fallout, apparently borne in waterways, will turn the products of paper mills in Indiana and Iowa mildly radioactive, spoiling a whole production run of Kodak film which used the mills’ product for its packaging. Unusual atmospheric radioactivity will be detected as far away as Maryland, while traces of plutonium will be detected in plants and in cattle feces 100 miles from the shot tower. Ornithologists will notice signs of radiation sickness and, later, unusual deformities amongst the local bird populations. Plenty of ranchers living in the vicinity of the blast as well as personnel at the site itself will later die of cancer, but their numbers will not be vastly larger than one might expect from any random sample, nor will there be any smoking guns to definitively attribute their deaths to this event. As scientists study the situation, they will soon conclude that the Trinity test got very, very lucky. Had the rain started again soon after the blast, the fallout it would have brought back to earth with it could have been disastrous. Future Stateside testing will be moved to an even more remote area, in the Nevada desert.

And what (again) of Robert Oppenheimer? Well, he will later claim that a phrase from the Bhagavad Gita was the first to flash through his mind: “Now I am become death, the destroyer of worlds.” Be that as it may, when he opens his mouth to speak in the first instant after the explosion his erudition for once seems to fail him. Turning to Enrico Fermi, relief spreading over his countenance, he says just two words: “It worked.”

 
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Posted by on February 19, 2015 in Digital Antiquaria, Interactive Fiction

 

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