Mazes

From Maze

(Difference between revisions)
Jump to: navigation, search
(→Third-Person Mazes)
(Small-scale edits.)
Line 5:Line 5:
--The Tempest (3.3.1)
--The Tempest (3.3.1)
−
In discussing the version of 10 PRINT found in the 1982 ''Commodore 64 User’s Guide,'' the manual points to the two graphical characters "that the program is using for the maze" (53). So, the output of 10 PRINT was called a maze from the beginning, from the program's first appearance in print. The programmer who submitted the one-line version found in ''Run'' also described it as "drawing a continuous maze." (13) So, whether or not the 10 PRINT pattern that shows on the screen is solvable at every instant, it was consistently identified as a maze in the early 1980s. If everyone were to see the output simply as a pattern of alternating diagonal lines it surely would not be as interesting to execute, to understand, and to discuss this program. The Maze then becomes the central visual trope used to read 10 PRINT's output.
+
In discussing the version of 10 PRINT found in the 1982 ''Commodore 64 User’s Guide,'' the manual points to the two graphical characters "that the program is using for the maze" (53). So, the output of 10 PRINT was called a maze from the beginning, from the program's first appearance in print. The programmer who submitted the one-line version found in ''Run'' also described it as "drawing a continuous maze." (13) Whether or not the 10 PRINT pattern that shows on the screen is solvable at every instant, it was consistently identified as a maze in the early 1980s. If everyone were to see the output simply as a pattern of alternating diagonal lines it surely would not be as interesting to execute, to understand, and to discuss this program. The maze is the central visual trope used to read 10 PRINT's output.
Cryptic, compelling, and cabalistic, the maze invites many modes of interpretation and understanding. Mazes can pique our curiosity and elicit a range of emotions: amusement, excitement, confusion, trepidation, calm, and hopelessness among others. They are approachable as visual objects, as textual artifacts, and as horticultural and architectonic spaces. A full account of the cultural significance of mazes would need to traverse the fields of art, history, literature, religion, architecture, and even music and dance. This chapter makes no pretense of offering a comprehensive account of what mazes mean. (For in-depth historical accounts of mazes and labyrinths, see Doob, 1990; Kern, 2000; and Matthews, 1922.) Rather, it will highlight those mazes and representations of mazes throughout history that bear on what Commodore 64 users in the 1980s would plausibly associate with the output they saw after running 10 PRINT. This can help to explain 10 PRINT and also the computing context in which it existed -- one in which mazes were very often represented and simulated.
Cryptic, compelling, and cabalistic, the maze invites many modes of interpretation and understanding. Mazes can pique our curiosity and elicit a range of emotions: amusement, excitement, confusion, trepidation, calm, and hopelessness among others. They are approachable as visual objects, as textual artifacts, and as horticultural and architectonic spaces. A full account of the cultural significance of mazes would need to traverse the fields of art, history, literature, religion, architecture, and even music and dance. This chapter makes no pretense of offering a comprehensive account of what mazes mean. (For in-depth historical accounts of mazes and labyrinths, see Doob, 1990; Kern, 2000; and Matthews, 1922.) Rather, it will highlight those mazes and representations of mazes throughout history that bear on what Commodore 64 users in the 1980s would plausibly associate with the output they saw after running 10 PRINT. This can help to explain 10 PRINT and also the computing context in which it existed -- one in which mazes were very often represented and simulated.
Line 42:Line 42:
10 PRINT fits some of the criteria that William Henry Matthews establishes for mazes in his definitive ''Mazes and Labyrinths'' (1922): they are "works of artifice,” not "'labyrinths’ of nature, such as forests, caverns, and so forth; they are endowed with "an element of purposefulness in the design" (182); and betray "a certain degree of complexity" (183). Finally he requires "communication" among the maze’s component parts and between its "interior and exterior" (183).
10 PRINT fits some of the criteria that William Henry Matthews establishes for mazes in his definitive ''Mazes and Labyrinths'' (1922): they are "works of artifice,” not "'labyrinths’ of nature, such as forests, caverns, and so forth; they are endowed with "an element of purposefulness in the design" (182); and betray "a certain degree of complexity" (183). Finally he requires "communication" among the maze’s component parts and between its "interior and exterior" (183).
−
10 PRINT is, indeed, a complex work of artifice. Ironically -- and Matthews could hardly have foreseen this -- the compelling and captivating quality of 10 PRINT is due to the lack of an obvious Daedalus, a purposeful designer. Someone wrote the line of code, certainly, but that human artificer of the program is not credited. The particular pattern that is produced is due entirely to the RND function in BASIC, which is also by some anonymous author and was designed to be unpredictable. Furthermore, in 10 PRINT, communication among the component parts is established by the regularities of the “blank” spaces between slashes, which in the aggregate also establishes a sense of inside and out that is rather more muddled than in the cases that Matthews discusses.
+
10 PRINT is, indeed, a complex work of artifice. Ironically -- and Matthews could hardly have foreseen this -- the compelling and captivating quality of 10 PRINT is due to the lack of an obvious, purposeful designer. Someone wrote the line of code, certainly, but that human artificer of the program is not credited. The particular pattern that is produced is due entirely to the RND function in BASIC, which is also by some anonymous author and was designed to be unpredictable. Furthermore, in 10 PRINT, communication among the component parts is established by the regularities of the “blank” spaces between slashes, which in the aggregate also establishes a sense of inside and out that is rather more muddled than in the cases that Matthews discusses.
A material, architectural structure is necessarially of finite size. There is no limit to how long 10 PRINT can be left running, however. Can a boundless structure be a maze? There is a very early warrant that it can, found in one of the example sentences from the ''Oxford English Dictionary''': "1542 H. BRINKELOW Lamentacion sig. Cviii, Leadyng them in an endlesse Maze of dyrtye tradicyons and folish ceremonyes." As an endless maze, 10 PRINT tantalizes viewers, but offers no set path or solution, which is quite in keeping with the definition of "maze" given by ''Webster's Revised Unabridged Dictionary'' (1913): "a confusing and baffling network, as of paths or passages; an intricacy; a labyrinth."
A material, architectural structure is necessarially of finite size. There is no limit to how long 10 PRINT can be left running, however. Can a boundless structure be a maze? There is a very early warrant that it can, found in one of the example sentences from the ''Oxford English Dictionary''': "1542 H. BRINKELOW Lamentacion sig. Cviii, Leadyng them in an endlesse Maze of dyrtye tradicyons and folish ceremonyes." As an endless maze, 10 PRINT tantalizes viewers, but offers no set path or solution, which is quite in keeping with the definition of "maze" given by ''Webster's Revised Unabridged Dictionary'' (1913): "a confusing and baffling network, as of paths or passages; an intricacy; a labyrinth."
−
All mazes offer at least one path; the key structural difference is whether they offer more than one, whether they are unicursal or multicursal. This is true whether mazes be physical structures, mathematical constructions, drawings, dances, or games. In unicursal mazes the space to be navigated is bound and the single path followed; users have no directional decisions to make, save to follow the meanderings of the path, leaving their attention, mind, or emotions free to wander or focus elsewhere, while continuing along, guided by the path itself, to the end at the center of the maze or to a unique exit. The unicursal maze has often been understood as defining motion across time, offering a spiritual and contemplative space to the walker. Understood this way, the path can be taken repeatedly and ritualistically, again and again offering new insight, peace, and spiritual comfort each time. In unicursal hedge mazes, where the hedges often limit one’s vision to an immediate and foreshortened horizon, one is particularly enclosed and protected.
+
All mazes offer at least one path; the key structural difference is whether they offer more than one, whether they are unicursal or multicursal. This is true whether mazes be physical structures, mathematical constructions, drawings, dances, or games. In unicursal mazes the space to be navigated is bounded and the single path followed; users have no directional decisions to make, save to follow the meanderings of the path, leaving their attention, mind, or emotions free to wander or focus elsewhere, while continuing along, guided by the path itself, to the end at the center of the maze or to a unique exit. The unicursal maze has often been understood as defining motion across time, offering a spiritual and contemplative space to the walker. Understood this way, the path can be taken repeatedly and ritualistically, again and again offering new insight, peace, and spiritual comfort each time. In unicursal hedge mazes, where the hedges often limit one’s vision to an immediate and foreshortened horizon, one is particularly enclosed and protected.
For children over the centuries, unicursal hedge and turf mazes have offered curling lanes for running but less puzzling pleasures than the seemingly endless grounds for playing hide-and-seek out of doors in multicursal mazes. For in multicursal mazes, which are solvable mazes, the solution is complicated by the possibility of making wrong choices at key nodes where directional choices are required. Instead of following the unicursal maze’s predetermined path, walkers in a multicursal maze risk getting lost on their way. They are challenged to find the path that reaches the exit. Once that path is known, though, the one correct path can be seen as a unicursal maze that is fraught by the possibility of wrong turns.
For children over the centuries, unicursal hedge and turf mazes have offered curling lanes for running but less puzzling pleasures than the seemingly endless grounds for playing hide-and-seek out of doors in multicursal mazes. For in multicursal mazes, which are solvable mazes, the solution is complicated by the possibility of making wrong choices at key nodes where directional choices are required. Instead of following the unicursal maze’s predetermined path, walkers in a multicursal maze risk getting lost on their way. They are challenged to find the path that reaches the exit. Once that path is known, though, the one correct path can be seen as a unicursal maze that is fraught by the possibility of wrong turns.
Line 54:Line 54:
=== Death and Danger ===
=== Death and Danger ===
−
The Cretan Labyrinth in Knossos, in which Theseus encountered the Minotaur, is the most famous ancient maze, one which deeply influenced cultural perceptions of the maze into the 1980s, the era of 10 PRINT. That mythical maze held the part-man, part-bull Minotaur, the cursed child of Pasiphae’s unnatural love. This early maze, like a basement or attic in more recent folklore, was the hiding place for a defective, dangerous family member, a hybrid horror. Theseus arrived at Crete and won the affection of Ariadne, the king's daughter, who offered him a means of returning from the labyrinth after he entered it to defeat the Minotaur. She suggested he tie a string to the entrance and unravel it as he proceeds through the maze so that he can follow this thread back to the entrance of the labyrinth. Theseus made his way through the maze, slew the Minotaur, and escaped thanks to Ariadne's thread. The victorious Greek hero took Ariadne back with him to Athens.
+
The Cretan Labyrinth in Knossos, in which Theseus encountered the Minotaur, is the most famous ancient maze, one which deeply influenced cultural perceptions of the maze into the 1980s, the era of 10 PRINT. That mythical maze held the part-man, part-bull Minotaur, the cursed child of Pasiphae’s unnatural love. This early maze, like a basement or attic in more recent folklore, was the hiding place for a defective, dangerous family member, a hybrid horror. Theseus arrived at Crete and won the affection of Ariadne, the king's daughter, who offered him a means of returning from the labyrinth after he entered it to defeat the Minotaur. She suggested he tie a string to the entrance and unravel it as he proceeds through the maze so that he can follow this thread back to the entrance of the labyrinth. Theseus made his way through the maze, slew the Minotaur, and escaped thanks to Ariadne's thread. The victorious Greek hero took Ariadne with him, only to abandon him (in most tellings of the legend) on the island of Naxos.
The need for the thread to serve as a “clue” -- the word “clue” (from “clewe”) refers to the skein of yarn “employed to guide any one in ‘threading’ his way into or out of a labyrinth” (OED) -- seems to strongly suggest the false paths and complexity of a multicursal maze, with decision points and false paths to trick the walker. Yet traditional depictions and descriptions of the Cretan labyrinth suggest a unicursal, if very threatening, edifice from which nobody attempting to slay the Minotaur has returned alive. A study of allusions to and descriptions of labyrinths in Homer, Ovid, and other writers of Western antiquity provides a range of interpretations of mazes as structures and edifices, dance or ritual pathways, or representations on coins and armor (Homer’s daidala) too long to describe in any detail here. Suffice it to say the depictions of the Cretan labyrinth as a dark, complex structure (see Ovid via Doob) and the need for a pointer toward the entrance, to distinguish in from out, may suffice to explain why anyone, Greek hero or otherwise, would want to thread his way along even a unicursal path. Even an experienced programmer can benefit from a one-line thread like 10 PRINT.
The need for the thread to serve as a “clue” -- the word “clue” (from “clewe”) refers to the skein of yarn “employed to guide any one in ‘threading’ his way into or out of a labyrinth” (OED) -- seems to strongly suggest the false paths and complexity of a multicursal maze, with decision points and false paths to trick the walker. Yet traditional depictions and descriptions of the Cretan labyrinth suggest a unicursal, if very threatening, edifice from which nobody attempting to slay the Minotaur has returned alive. A study of allusions to and descriptions of labyrinths in Homer, Ovid, and other writers of Western antiquity provides a range of interpretations of mazes as structures and edifices, dance or ritual pathways, or representations on coins and armor (Homer’s daidala) too long to describe in any detail here. Suffice it to say the depictions of the Cretan labyrinth as a dark, complex structure (see Ovid via Doob) and the need for a pointer toward the entrance, to distinguish in from out, may suffice to explain why anyone, Greek hero or otherwise, would want to thread his way along even a unicursal path. Even an experienced programmer can benefit from a one-line thread like 10 PRINT.
Line 60:Line 60:
In a sense, then, Theseus’s adventure at Knossos involves the metamorphosis of an effectively multicursal maze to unicursal maze, which itself reflects the change in experience from challenging, mysterious, threatening, and deadly to easy, known, reasonable, and tamed. It also illustrates how some puzzles have sequential solutions: it was not enough for Theseus to kill the Minotaur; he had to find an exit from the labyrinth afterwards. The story of Hansel and Gretel shows that bread crumbs don’t always solve the problem of finding one's way back home; they may not have solved the Cretan problem. Finally, this original labyrinthine myth reflects the reality of many puzzles: when the solution is known, the puzzle seems simpler if not trivial. The pleasure of finding one more, perhaps more efficient, effortless, more elegant, or faster solution can compel players to continue working at puzzles, however. The morphing of the maze from complex to simple (or at least understandable) is part of the Commodore 64 user's ideal encounter with 10 PRINT, and it is what allows this puzzle to lead on to other explorations and different routes.
In a sense, then, Theseus’s adventure at Knossos involves the metamorphosis of an effectively multicursal maze to unicursal maze, which itself reflects the change in experience from challenging, mysterious, threatening, and deadly to easy, known, reasonable, and tamed. It also illustrates how some puzzles have sequential solutions: it was not enough for Theseus to kill the Minotaur; he had to find an exit from the labyrinth afterwards. The story of Hansel and Gretel shows that bread crumbs don’t always solve the problem of finding one's way back home; they may not have solved the Cretan problem. Finally, this original labyrinthine myth reflects the reality of many puzzles: when the solution is known, the puzzle seems simpler if not trivial. The pleasure of finding one more, perhaps more efficient, effortless, more elegant, or faster solution can compel players to continue working at puzzles, however. The morphing of the maze from complex to simple (or at least understandable) is part of the Commodore 64 user's ideal encounter with 10 PRINT, and it is what allows this puzzle to lead on to other explorations and different routes.
−
An interesting aspect of the early maze of Knossos is that legend celebrates not merely the man and woman who overcame it but also the one who devised it. Daedalus was the artful architect of confusion and master designer of the labyrinth at Knossos, and has consequently one a place of honor as puzzle-maker supreme: Genre fiction and Joyce both nod to him, for instance. Daedalus was the first in a long and living history of maze designers and programmers to understand that planning, intentionality, and construction are integral characteristics of the mystique of the maze. 10 PRINT is culturally resonant because it is a blueprint for a maze and a system for constructing a maze, not just a structure or image that appears without any history or trace of its making. And yet it presents a maze without an architect, or rather in 10 PRINT, the process itself becomes the producer. Such a transformation will have larger ramifications for the study of programming culture where the cult of the author, though arguably persisting in the study of algorithms, is eclipsed by the potential for any programmer to become a Daedalus on their own.
+
An interesting aspect of the early maze of Knossos is that legend celebrates not merely the man and woman who overcame it but also the one who devised it. Daedalus was the artful architect of confusion and master designer of the labyrinth at Knossos, and has consequently one a place of honor as puzzle-maker supreme: Genre fiction and Joyce both nod to him, for instance. Daedalus was the first in a long and living history of maze designers and programmers to understand that planning, intentionality, and construction are integral characteristics of the mystique of the maze. 10 PRINT is culturally resonant because it is a blueprint for a maze and a system for constructing a maze, not just a structure or image that appears without any history or trace of its making. And yet it presents a maze without an architect, or rather in 10 PRINT, the process itself becomes the producer. Such a transformation will have larger ramifications for the study of programming culture where the cult of the author, though arguably persisting in the study of algorithms, is eclipsed by the potential for any programmer to become a Daedalus on his or her own.
This equation of the maze with danger and horror would continue to haunt the form even in contemporary film. A snowed-over hedge maze, for example, adds to the horror hiding within "The Shining" (1980). Also in the '80s as adolescent boys and girls busied themselves with 24-sided dice playing ''Dungeons and Dragons'', a made-for-TV movie, ''Mazes and Monsters'' (1982), presented Tom Hanks as a young man who had gone over the edge into a psychosis where he could no longer separate his role-playing game from reality. The movie spoke to both the moral panic around ''Dungeons & Dragons'' and underscored the popular conceptual relationship between mazes and dungeons. More importantly, it suggested that an (evidently) harmless maze within a game could become the threatening and potentially fatal maze that, in legend, Theseus faced.
This equation of the maze with danger and horror would continue to haunt the form even in contemporary film. A snowed-over hedge maze, for example, adds to the horror hiding within "The Shining" (1980). Also in the '80s as adolescent boys and girls busied themselves with 24-sided dice playing ''Dungeons and Dragons'', a made-for-TV movie, ''Mazes and Monsters'' (1982), presented Tom Hanks as a young man who had gone over the edge into a psychosis where he could no longer separate his role-playing game from reality. The movie spoke to both the moral panic around ''Dungeons & Dragons'' and underscored the popular conceptual relationship between mazes and dungeons. More importantly, it suggested that an (evidently) harmless maze within a game could become the threatening and potentially fatal maze that, in legend, Theseus faced.
Line 70:Line 70:
−
In this way, 10 PRINT does not put the user in the role of either clever Ariadne, heroic Theseus, or the hunted maze inhabitant, the Minotaur. Rather, the programmer becomes an apprentice to Daedalus. Initially, as the user types the program in and runs it without much of an idea of what it will do or why, the user is simply shoveling characters from page to screen like an enslaved Cretan brought on to build a maze. But as the user traces the path of the program and resolves its many twists into an understanding, a solution of sorts, 10 PRINT offers the person at the Commodore 64 the opportunity to collaborate with Daedalus and to fashion new mazes.
+
In this way, 10 PRINT does not put the user in the role of clever Ariadne, heroic Theseus, or the hunted maze inhabitant, the Minotaur. Rather, the programmer becomes an apprentice to Daedalus. Initially, as the user types the program in and runs it without much of an idea of what it will do or why, the user is simply shoveling characters from page to screen like an enslaved Cretan brought on to build a maze. But as the user traces the path of the program and resolves its many twists into an understanding, a solution of sorts, 10 PRINT offers the person at the Commodore 64 the opportunity to collaborate with Daedalus and to fashion new mazes.
=== Ritual and Allegory ===
=== Ritual and Allegory ===
Line 86:Line 86:
As more and more pagan and secular mazes emerged alongside church and other labyrinth traditions, they retained some of their profound, sacred nature while also offering puzzle-play and leisure.
As more and more pagan and secular mazes emerged alongside church and other labyrinth traditions, they retained some of their profound, sacred nature while also offering puzzle-play and leisure.
−
The introduction of hedge mazes, in particular, is noteworthy, for they have characteristics also found in 10 PRINT. Like all mazes, hedge mazes need to be planned and plotted, but unlike most other mazes, they grow to fulfill their plan. 10 PRINT's maze does as well, albeit in a different way: Once seeded, the computer-generated maze requires none of the tending and nurturing the hedge mazes need, growing until the viewer interrupts it. It's also resonant that among the many ways of experiencing hedge mazes, the most exhilarating is “running” the maze. This way of encountering the maze was carried into video games such as ''Doom'' and ''Pac-Man'' In a different way, the cascading display that results from running 10 PRINT offers some of the playful zig-zagging of the side-to-side motion of children gamboling through the hedges. Of hedge mazes facilitating this sort of play, a particularly famous one is that of the Hampton Court Palace in London. It has been attributed historically to Christopher Wren as Daedalus, though the maze may date back to the time of Cardinal Thomas Wolsey, the palace's first occupant (Kern 261). Miller writes of its roughly half-mile of path: "It may be a sad sight to the 'highbrows' of horticulture, but to the unsophisticated many it is a never-failing source of merriment" (129). He describes the maze as an "undiluted delight" to "scores of hundred of children, not to mention a fair sprinkling of their elders" (129).
+
The introduction of hedge mazes, in particular, is noteworthy, for they have characteristics also found in 10 PRINT. Like all mazes, hedge mazes need to be planned and plotted, but unlike most other mazes, they grow to fulfill their plan. 10 PRINT's maze does as well, albeit in a different way: Once seeded, the computer-generated maze requires none of the tending and nurturing the hedge mazes need, growing until the viewer interrupts it. It's also resonant that among the many ways of experiencing hedge mazes, the most exhilarating is “running” the maze. This way of encountering the maze was carried into video games such as ''Doom'' and ''Pac-Man'' In a different way, the cascading display that results from running 10 PRINT offers some of the playful zig-zagging of the side-to-side motion of children gamboling through the hedges. Of hedge mazes facilitating this sort of play, a particularly famous one is that of the Hampton Court Palace in London. The Daedalus of this maze has been said to be Christopher Wren, though the maze may date back to the time of Cardinal Thomas Wolsey, the palace's first occupant (Kern 261). Miller writes of its roughly half-mile of path: "It may be a sad sight to the 'highbrows' of horticulture, but to the unsophisticated many it is a never-failing source of merriment" (129). He describes the maze as an "undiluted delight" to "scores of hundred of children, not to mention a fair sprinkling of their elders" (129).
As a running display, 10 PRINT retains a dimension of mystery, baffling the viewer with its playful invitation to follow its paths with the eye. 10 PRINT offers no path to religious practice, but the association of mazes and mysterious rituals does attend the later use of the program. As code, 10 PRINT taps into the maze-like mystery that visual symbols evoke: to type in a program from a manual is to follow the twisted line from code to output and back again. The programmer follows the single path of the code from ignorance to knowledge, a pilgrim's path. 10 PRINT may not help programmers attain Christian salvation or welcome the pagan coming of Spring, but it does offer an accessible means by which novice programmers can trace the steps of writing code and being initiated into the mysteries of a magic box, the personal computer.
As a running display, 10 PRINT retains a dimension of mystery, baffling the viewer with its playful invitation to follow its paths with the eye. 10 PRINT offers no path to religious practice, but the association of mazes and mysterious rituals does attend the later use of the program. As code, 10 PRINT taps into the maze-like mystery that visual symbols evoke: to type in a program from a manual is to follow the twisted line from code to output and back again. The programmer follows the single path of the code from ignorance to knowledge, a pilgrim's path. 10 PRINT may not help programmers attain Christian salvation or welcome the pagan coming of Spring, but it does offer an accessible means by which novice programmers can trace the steps of writing code and being initiated into the mysteries of a magic box, the personal computer.
−
While Mazes have been rendered in stone, hedge, and turf, but mazes do not require high, mossy walls or lines drawn on marble, dancers have created the pathways of mazes through their movements since the earliest tales of Theseus. Dancers weave their steps and movements in space and through time and, in so doing, create an invisible fabric in and of space. The The oeuvre of the choreographer, the Daedalus of dance, plays out on the dance floor through sequences of dancers’ steps. These maze dances have followed a similar trajectory through ancient myth, christian and pagan rituals, and secular cultural expression in art.
+
While Mazes have been rendered in stone, hedge, and turf, mazes do not require high, mossy walls or lines drawn on marble. Dancers have created the pathways of mazes through their movements since the earliest tales of Theseus. Dancers weave their steps and movements in space and through time and, in so doing, create an invisible fabric in and of space. The oeuvre of the choreographer, the Daedalus of dance, plays out on the dance floor through sequences of dancers’ steps. These maze dances have followed a similar trajectory through ancient myth, Christian and pagan rituals, and secular cultural expression in art.
−
In the Iliad, Homer credits Daedalus both with a dance floor and the labyrinth. Kern speculates that labyrinth was a choros, which has the double meaning of dance and dance surface. Since no labyrinthine building in Crete survives, the depictions of labyrinths on coins may indicate the path of the dance rather than an architected structure. Though the Cretan labyrinth did not survive into the present, the maze dances based on it have. Theseus met the Minotaur in a Minoan maze, but he and his men immortalized that adventure in dance on the way back from their mission. As Miller explains, "on the island of Delos they performed a peculiar dance called the Geranos, or 'Crane Dane,' in which they went through the motions of threading the Labyrinth, and ... this dance was perpetuated by the natives of that island until fairly recently" (19). These dances have continued to be performed in Italy, Corfu, Munich, Upper Bavaria, and as far from Greece as the Molucca Islands.
+
In ''The Iliad,'' Homer credits Daedalus both with a dance floor and the labyrinth. Kern speculates that labyrinth was a choros, which has the double meaning of dance and dance surface. Since no labyrinthine building in Crete survives, the depictions of labyrinths on coins may indicate the path of the dance rather than an architected structure. Though the Cretan labyrinth did not survive into the present, the maze dances based on it have. Theseus met the Minotaur in a Minoan maze, but he and his men immortalized that adventure in dance on the way back from their mission. As Miller explains, "on the island of Delos they performed a peculiar dance called the Geranos, or 'Crane Dane,' in which they went through the motions of threading the Labyrinth, and ... this dance was perpetuated by the natives of that island until fairly recently" (19). These dances have continued to be performed in Italy, Corfu, Munich, Upper Bavaria, and as far from Greece as the Molucca Islands.
The Crane Dance is just one of many ancient labyrinthine dances. Several Roman writers, including Virgil, Suetonius, and Tacitus, recount a "Game of Troy" or simply "Troja", which is described sometimes as a ritual around a grave site and at other times as a kind of formal demonstration performed by youths, perhaps a sort of military review. Other labyrinthine dances appear as part of an exclusion right, in which "movements ....are intended to weave a magical entanglement and spread a field of magical force to exclude all that is not wanted to enter the guarded place" (Knight qtd. in Bord)". Still more appear to be tied to rites of spring.
The Crane Dance is just one of many ancient labyrinthine dances. Several Roman writers, including Virgil, Suetonius, and Tacitus, recount a "Game of Troy" or simply "Troja", which is described sometimes as a ritual around a grave site and at other times as a kind of formal demonstration performed by youths, perhaps a sort of military review. Other labyrinthine dances appear as part of an exclusion right, in which "movements ....are intended to weave a magical entanglement and spread a field of magical force to exclude all that is not wanted to enter the guarded place" (Knight qtd. in Bord)". Still more appear to be tied to rites of spring.
Line 100:Line 100:
Early on, the maze may have been one of the locations in which the dance was performed (Bord 13). However, more than likely the labyrinth is produced by the movement of the dancers. Kern notes that a consistent feature of Games of Troy is the demarcation of inside and outside. It is as if we can see through the walls to Theseus on his way through the Cretan trap. As a result, rather than a set of walls or lines, "maze" names a series of constraints to movement, a set of paths to be traversed, a procedure.
Early on, the maze may have been one of the locations in which the dance was performed (Bord 13). However, more than likely the labyrinth is produced by the movement of the dancers. Kern notes that a consistent feature of Games of Troy is the demarcation of inside and outside. It is as if we can see through the walls to Theseus on his way through the Cretan trap. As a result, rather than a set of walls or lines, "maze" names a series of constraints to movement, a set of paths to be traversed, a procedure.
−
In the sense of labyrinth as a set of constrained enacted movements, another connection with 10 PRINT arises as the programmer becomes dancer. The novice programmer prepares to face the minotaur Commodore PET, (half-companion, half-machine) with only one line of code as a clue leading to safety. Treading that line across the keyboard, the technoTheseus travels safely through the convolutions of code by staying true to each symbol. Though that ritual seems to produce an aporia, the careful adherence to the path ultimately leads to mastery. At the same time, like the maze dance, it is in tracing this labyrinth, that its very corridors are created -- daunting hallways where PETSCII numbers obfuscate graphical elements and a simple loop conceals and endless string of instructions. To type the precious few characters of 10 PRINT and then to be amazed by its output is to participate in the creation of that wonder, to enact that dance that establishes the maze. It is in typing the line and executing the code that the programmer comes into contact with the mystery of concision in code and will thereafter be even more tantalized by the opportunity to build such a clever maze.
+
In the sense of labyrinth as a set of constrained enacted movements, another connection with 10 PRINT arises as the programmer becomes dancer. The novice programmer prepares to face the minotaur Commodore 64, offspring of the Commodore PET (half-companion, half-machine), with only one line of code as a clue leading to safety. Treading that line across the keyboard, the techno-Theseus travels safely through the convolutions of code by staying true to each symbol. Though that ritual seems to produce an aporia, the careful adherence to the path ultimately leads to mastery. At the same time, like the maze dance, it is in tracing this labyrinth, that its very corridors are created -- daunting hallways where PETSCII numbers obfuscate graphical elements and a simple loop conceals an endless string of instructions. To type the precious few characters of 10 PRINT and then to be amazed by its output is to participate in the creation of that wonder, to enact that dance that establishes the maze. It is in typing the line and executing the code that the programmer comes into contact with the mystery of concision in code and will thereafter be even more tantalized by the opportunity to build such a clever maze.
The maze dance has not been forgotten in digital media. It may seem odd to think of ''Dance Dance Revolution'' as a maze game, but its arrows do show a labyrinthine path that the dancer, standing in place, is supposed to navigate. Missing a step is allowed, but the perfect performance will be as ritualized a motion through space as a ''Pac Man'' pattern. Diana Slattery has created a work called ''The Maze Game'' that brings together the maze as a site of meaningful dance. In her digital work and companion novel, moving through a lethal maze takes grace and “literacy,” since the maze is constructed out of glyphs from Slattery’s created visual language “glide.” Slattery’s work stands at the intersection of dance, maze, and narrative, but it is in figuring the maze as an utterance of a language that her work offers the most evocative exploration of mazes as semiotic systems in which communication and literacy are dependent on navigation. In its own way, 10 PRINT also functions at this juncture, a means of evoking literacy by compelling the user, learning to program, to trace the path of its execution and determine how it accomplishes its effect.
The maze dance has not been forgotten in digital media. It may seem odd to think of ''Dance Dance Revolution'' as a maze game, but its arrows do show a labyrinthine path that the dancer, standing in place, is supposed to navigate. Missing a step is allowed, but the perfect performance will be as ritualized a motion through space as a ''Pac Man'' pattern. Diana Slattery has created a work called ''The Maze Game'' that brings together the maze as a site of meaningful dance. In her digital work and companion novel, moving through a lethal maze takes grace and “literacy,” since the maze is constructed out of glyphs from Slattery’s created visual language “glide.” Slattery’s work stands at the intersection of dance, maze, and narrative, but it is in figuring the maze as an utterance of a language that her work offers the most evocative exploration of mazes as semiotic systems in which communication and literacy are dependent on navigation. In its own way, 10 PRINT also functions at this juncture, a means of evoking literacy by compelling the user, learning to program, to trace the path of its execution and determine how it accomplishes its effect.
−
Maze in dance illuminates the relationship between the unicursal path of a program and the multicursal possibilities for programmers. The choreographer’s multi-dimensional vision is invoked, interpreted, and performed by bodies in motion through space. The canvas takes shape in world where there are many choices about how to move; the dancers on stage, “in performance,” run through this world from beginning to end as though moving through a unicursal, fully plotted path. The labyrinth becomes multicursal for dancers when the plot thickens with improvisation.
+
Maze in dance illuminates the relationship between the unicursal path of a program and the multicursal possibilities for programmers. The choreographer’s multi-dimensional vision is invoked, interpreted, and performed by bodies in motion through space. The canvas takes shape in world where there are many choices about how to move; the dancers on stage, in performance, run through this world from beginning to end as though moving through a unicursal, fully plotted path. The labyrinth becomes multicursal for dancers when the plot thickens with improvisation.
=== Experimentation ===
=== Experimentation ===
Line 162:Line 162:
==== Computer Generated Mazes ====
==== Computer Generated Mazes ====
−
Pickover also includes a section on "the largest computer-generated maze in the world," a title which seems quaint by today's standards. Although he notes the program could generate an 1000-page maze, he cites the largest one she had printed to date as a 200-page maze. However, he gives the title to the 1987 maze produced by Walter Pullen. This 23-foot maze had to be stored on "eight floppy disks" and "require one megabyte of disk space" (7). Pickover later adds an followup note from Pullen about a maze he had generated with "@2 miles of passages" that "stretched over 3031 pages" (8).
+
Clifford Pickover wries of "the largest computer-generated maze in the world," a designation which seems quaint today. Although he notes the program could generate an 1000-page maze, he cites the largest one she had printed to date as a 200-page maze. However, he gives the title to the 1987 maze produced by Walter Pullen. This 23-foot maze had to be stored on "eight floppy disks" and "require one megabyte of disk space" (7). In a note, Pickover mentions a maze Pullen had generated with "@2 miles of passages" that "stretched over 3031 pages" (8).
−
Some formulation of Moore's Law, which in its first formulation describes how the number of transistors on a chip doubes every 18 months, could surely apply to describe the continual increase in the area of single-solution computer-generated mazes. In the more general space of convoluted structures, solvable or not, the quest for the largest computer-generated maze will always be chasing 10 PRINT, whose never-ending corridors can be drawn with a one-line reductio ad absurdum.
+
Some formulation of Moore's Law, which in its first formulation describes how the number of transistors on a chip doubes every 18 months, could surely apply to describe the continual increase in the area of single-solution computer-generated mazes. In the more general space of convoluted structures, solvable or not, the quest for the largest computer-generated maze will always be chasing 10 PRINT, whose never-ending corridors can be drawn with a one-line ''reductio ad absurdum.''
=== Context of Expectations: Computer Graphics and Games ===
=== Context of Expectations: Computer Graphics and Games ===

Revision as of 20:28, 23 November 2010

View this revision of Mazes.

Personal tools