Mazes

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A significant early maze program was the initially single-player, then multi-player, ''Maze.'' This presented a 3D view of a maze in which a player can see (and shoot) opponents. The program was created in 1973 at the NASA Ames Research Center by Steve Colley and Howard Palmer and made into a multi-player game thanks to Greg Thompson. It was brought to MIT in 1974 and elaborated; Dave Lebling write a server that provided text messaging and supported up to eight players or robots. This program was later ported to the Xerox Alto as ''Maze War.''
A significant early maze program was the initially single-player, then multi-player, ''Maze.'' This presented a 3D view of a maze in which a player can see (and shoot) opponents. The program was created in 1973 at the NASA Ames Research Center by Steve Colley and Howard Palmer and made into a multi-player game thanks to Greg Thompson. It was brought to MIT in 1974 and elaborated; Dave Lebling write a server that provided text messaging and supported up to eight players or robots. This program was later ported to the Xerox Alto as ''Maze War.''
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In ''Maze,'' the environment was really a convoluted arena for combat, not a space to be explored or solved and certainly not one for non-violent diversion and amusement. Although there were more exploratory mazes in the ''Ultima'' series and in ''Bard's Tale,'' the combat arena would beome prototypical of first-person maze games such as ''Castle Wolfenstein 3D'' and ''Doom.''
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In ''Maze,'' the environment was really a convoluted arena for combat, not a space to be explored or solved and certainly not one for playful, non-violent diversion and amusement. The more terrifying maze environment became a staple of early home computer mazes. ''3D Monster Maze'' was an early example, developed in 1981 and released the following year on the Sinclair ZX81. The game uses character graphics and features a randomly generated 16x16 maze with a Tyrannosaurus Rex; the player can only flee from this opponent in attempting to exit the maze. ''Dungeons of Daggorath,'' programmed in 1980-1981 and also released in 1982, ran on the TRS-80 Color Computer, features a similar first-person perspective on a maze. While it does not generate different maze levels, it had various additional options for arming one's character and attacking enemies.
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Although 3D mazes with some more exploratory aspects were offered in the ''Ultima,'' ''Wizardry,'' and ''Bard's Tale'' series, the maze became more a frightening site for combat than a playful place of discovery in many first-person games. This could be seen as early as 1984 in the Commodore 64 game ''Skull,'' which allowed the player to search for treasure but sent threatening skulls into the maze as opponents. The later DOS games ''Wolfenstein 3D'' (1992) and ''Doom'' (1993) would make this perspective on a maze-like environment even more fearsome. The first-person maze was likely to inspire close and constant attention along with the continual anticipation of the position and movement of opponents. Far from being abstract and mathematical, or contemplative, or amusing and playful, the maze in these games was viewed as a challenging, dangerous arena - not unlike the maze that Theseus faced.
====Second Person Mazes====
====Second Person Mazes====
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While third-person mazes—such as the ''Pac-Man'' play field—might seem to be the most "maze-like," because the maze is fully present, fully visible from the outset, the earliest procedural mazes were most often second-person mazes. These second-person mazes were found in early text-based adventure games, now known as interactive fiction. Mazes in these games were not symmetrical spaces to navigate so much as puzzles to solve, non-Euclidean space represented textually.
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Many of the earliest computer-presented mazes were not seen head on or from above. They were presented in text. Second-person mazes were found in early text-based adventure games, now known as interactive fiction. The genre began with the groundbreaking ''Adventure'', written by Will Crowther for the PDP-10 in 1976 and later expanded by Don Woods into a full-fledged underground adventure. Basing the game in part on his own caving experience in the Mammoth Cave system, Crowther included in Adventure a ten-room "MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE." Woods would go on to add a second maze, this time "TWISTY LITTLE PASSAGES, ALL DIFFERENT" (Jerz 2007, 23). The full sentence that presents the previous maze to the player of ''Adventure'' is:
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The genre began with the groundbreaking ''Adventure'', written by Will Crowther for the PDP-10 mainframe in 1977 and expanded shortly after by Don Woods into a full-fledged underground adventure. Basing the game in part on his own caving experience in the Mammoth Cave system, Crowther included in Adventure a ten-room "MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE." Woods would go on to add a second maze, this time "TWISTY LITTLE PASSAGES, ALL DIFFERENT" (Jerz 2007, 23, capitalized as found in the original source code). This phrase "twisty little passages" has become shorthand for interactive fiction in general, for gamers and scholars alike (see, for instance Montfort's ''Twisty Little Passages''); the phrase abbreviates the sentence that appears when one is playing ''Adventure'':
 
YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE.
YOU ARE IN A MAZE OF TWISTY LITTLE PASSAGES, ALL ALIKE.

Revision as of 22:21, 26 January 2011

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