Computing History of Mazes

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Adventure was enormously influential upon a generation of programmers and videogame players, but most immediately, the text adventure game inspired the even better known ''Zork.'' ''Zork'' too included a troublesome maze, its complexities most evident when fully mapped, as in this detailed map apparently drawn by a gamer named Steven Jones, which was originally published in DEC Professional in November 1982:
Adventure was enormously influential upon a generation of programmers and videogame players, but most immediately, the text adventure game inspired the even better known ''Zork.'' ''Zork'' too included a troublesome maze, its complexities most evident when fully mapped, as in this detailed map apparently drawn by a gamer named Steven Jones, which was originally published in DEC Professional in November 1982:
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MAP
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[[Image:Steven_Roy_Zork_Map_for_DEC_Professional.jpg|400px]]
In addition to ''Pac-Man'', ''Adventure'', and ''Zork'', other mazes abound [http://weizenbaum.mit.edu/mediawiki/index.php/Talk:Maze_walking%2C_solvability%2C_generate-and-test] in the early days of video arcades and home computers, but these are the most prominent examples. It would simply be impossible to use the word "maze" within the semiotic domain of computers and not create some association with these games. Therefore, there's some cultural capital at work whenever 10 Print's design was called a maze in the early eighties. It is reasonable to conclude that the various sources from the early eighties that called the 10 Print design a "maze" were explicitly (though perhaps not consciously) tapping into a cultural history of mazes that home programmers and game players would be aware of.
In addition to ''Pac-Man'', ''Adventure'', and ''Zork'', other mazes abound [http://weizenbaum.mit.edu/mediawiki/index.php/Talk:Maze_walking%2C_solvability%2C_generate-and-test] in the early days of video arcades and home computers, but these are the most prominent examples. It would simply be impossible to use the word "maze" within the semiotic domain of computers and not create some association with these games. Therefore, there's some cultural capital at work whenever 10 Print's design was called a maze in the early eighties. It is reasonable to conclude that the various sources from the early eighties that called the 10 Print design a "maze" were explicitly (though perhaps not consciously) tapping into a cultural history of mazes that home programmers and game players would be aware of.

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