Spelunking the American
ImaginationYou are standing at the end of a road
before a small brick building. Around you is a forest. A small
stream flows out of the building and down a gully.
You move
south, following the stream as it tumbles along a rocky bed through
a valley in the forest. At your feet, suddenly, all the water of the
stream splashes into a two-inch slit in the rock. Ahead of you, the
streambed is bare rock. You follow it down into a twenty-foot
depression floored with bare dirt. Set into the dirt is a strong
steel grate mounted in concrete. You open the grate and descend into
a small rocky chamber. A low crawl over cobbles leads inward to the
west. You crawl, dim light coming in through the grate behind you.
There is a small wicker cage discarded nearby. You turn on your
lamp. You enter a room filled with debris washed in from the
surface. A note on the wall says "MAGIC WORD XYZZY," and a
three-foot black rod with a rusty star on an end lies nearby. An
awkward canyon leads upward and west. You enter it. You come, after
a while, to a splendid chamber thirty feet high. The walls are
frozen rivers of orange stone.
You pause a moment to take it
in.
You are in a splendid chamber thirty feet high. The walls
are frozen rivers of orange stone.
A cheerful little bird is
sitting here singing.

To speak of fantasy in contemporary American
culture is, as any contemporary American adolescent can tell you, to
speak of dungeons and dragons.
More precisely, it is to speak
of underground labyrinths and the adventures to be had in them. And
more precisely still, perhaps, it is to speak of one such labyrinth
in particular: Kentucky's Mammoth Cave system, the longest in the
world, 350 miles of passageways snaking intricately beneath some 20
square miles of wooded hill country and surfacing at over a dozen
widely scattered holes in the ground, one of which, known as the
Bedquilt Entrance, happens to bear a strong resemblance to the small
chamber beneath the strong steel grate set in the dirt at the bottom
of the depression that rises to the streambed that leads to the
small brick building at the end of the road described
above.
That description, it turns out, holds a central place
in the history of modern fantasy. It comprises the opening moves,
quoted more or less verbatim, of the classic mid-'70s computer game
Adventure, the world's first computerized role-playing game and the
primal ancestor of all those that followed. Today at least a million
people live parallel lives in the richly social worlds of
multiplayer online role-playing games like
Everquest and
Ultima
Online. Millions more have lost themselves for weeks on end
in the lucidly rendered dream worlds of single-player games like
Myst and
Morrowind. But not many are aware of the debt
these vivid, graphics-intensive realms owe to the crude but
engrossing text-based world of Adventure -- and fewer still know how
much that world owes to the sand- and limestone reality of
Mammoth.
What it owes is nothing less than its structure:
take away the magic wands, fearsome dragons, axe-wielding dwarves,
and other enchantments that populate Adventure's caverns, and what
remains is a simulated Bedquilt so topographically correct that
experienced Adventure players have been known, on their first visits
to the real Bedquilt, to navigate its complex passages more
knowledgeably than their guides.

Stephen Bishop was seventeen years old when he
first stood amid the poplars outside Mammoth's yawning entrance and
felt the chill air of the cavern on his face. The year was 1838, and
Bishop was a slave.
His owner was Franklin Gorin, a Glasgow,
Kentucky, lawyer who had recently bought the Mammoth Cave tract and
planned to build it up as a tourist attraction. He wasn't the first
to try. From its discovery by white men in the late 1700s through
the end of the War of 1812, Mammoth Cave was exploited primarily for
its reserves of calcium nitrate, or niter, a byproduct of bat guano
that was easily converted into the saltpeter needed to make
gunpowder. During the war, saltpeter prices skyrocketed, and the
cave became a subterranean factory for the mining and processing of
niter, manned by as many as seventy slaves at a time. But when the
war ended, prices collapsed, and the cave's owners shifted into a
less labor-intensive business: charging people to come in and take a
look.

It
wasn't a bad idea. The heavy digging around the niter works had
uncovered prehistoric human remains, including a number of "mummies"
-- dried-out aboriginal corpses, well-preserved in the cave's mild
air, some still dressed in elaborate ceremonial gear. Word of the
discoveries spread fast, fascinating a young, culturally insecure
nation eager for any signs of ancient civilization in its midst, and
the cave owners readied themselves for a flourishing tourist trade.
The apex of the mummies' fame, however, was followed swiftly by the
financial depression of 1819, and visitor traffic never amounted to
much. When Gorin bought the cave two decades later, it had become a
steady but hardly impressive moneymaker, and he got it for less than
a quarter of what it would have sold for at the height of the
saltpeter boom, thirty-five years before.
But Gorin meant
business. He started renovating and enlarging the cave site's
dilapidated inn. He added stables. And in what turned out to be his
smartest move, he brought Bishop to the cave to work as a
guide.
Small, lithe, and passionately curious, Bishop proved
a quick study and an unprecedented caver. Permitted to explore
Mammoth's recesses in his off hours, he squeezed through crevices
and traversed chasms no man or woman had braved before, pushing on
to discover unsuspected marvels: vertical shafts over a hundred feet
high, dripping with flowstone; underground lakes and rivers,
populated by eyeless albino fish; a chamber thickly blanketed with
snowy-looking encrustations and delicate white gypsum "flowers." All
through the winter of his first year at Mammoth, Bishop explored,
doubling the size of the known cave by spring and securing once and
for all its reputation as a natural wonder.
But Bishop did
more than that as well: he made the cave a cultural phenomenon. By
his second season, visitors arrived asking for him by name, drawn by
the fame of his erudite, entertaining tours. "He had a fine genius,
a great fund of wit and humor, some little knowledge of Latin and
Greek, and much knowledge of geology," Gorin wrote several years
later, "but his great talent was his knowledge of man. . . . He knew
a gentleman or a lady as if by instinct."
Bishop made the
most of this ability to size people up, making sure all comers got
the spectacle they felt they'd paid for. Most were easily satisfied;
others came hungry to explore uncharted cave. Bishop catered to them
all, at times bringing the more adventurous along with him on his
discoveries -- at others, apparently, letting them think they were
discovering territory he had in fact already surveyed. As expert as
he was in exploring, in other words, he was expert, too, in
delivering what was then a novel sort of product but is now known
familiarly (to students of latemodern marketing culture, anyway) as
the commodified experience.
In both areas of expertise,
however, his great advantage seems to have been a single insight:
that Mammoth wasn't one cave but two, the one embedded in rock and
the other in the imagination. Indeed, in at least one sense Bishop
dwelled more in the second than the first, since aboveground or
below he carried always in his head a nearly perfect image of the
cave system. When Gorin sold his property, slaves and all, to Dr.
John Croghan in 1839, the new owner asked Bishop to sketch a map of
his discoveries and was astonished by the level of detail. Croghan
commissioned a more thorough map, and Bishop, holed up at Croghan's
Louisville estate, spent two weeks perfecting it, walking through
every room and tunnel of the caverns in his mind and ending up with
a chart that remained unsurpassed in its accuracy for the next sixty
years.
The map documented more than Bishop's keen spatial
memory, though. It also recorded the colorful names he'd given his
discoveries: Fairy Grotto, Little Bat Room, Snowball Room, Gothic
Avenue, Cleaveland's Cabinet, Serena's Arbour, Purgatory, Haunted
Chamber, Indian Graves, Giant's Coffin, Dismal Hollow. For Bishop,
clearly, it wasn't enough just to map the material structure of the
cave's passages and chambers. Its shape, after all, wasn't only
topographical. It was fanciful as well, a network of mythic
resonances and poetic leaps that had occurred to Bishop and his
occasional companions as they'd explored -- and that the names
helped keep alive in his mind. They made his memory of the cave more
vivid, and they fixed in words and images his delight in the spaces
he had found.
Also, of course, they weren't bad for business.
Bishop plainly understood that part of his job, maybe even the main
part, was to help his guests see more in the cave than what was
merely there. The suggestive place names did some of that work.
Other bits of underground theater did the rest. The poet and travel
writer Nathaniel Parker Willis, who visited Mammoth Cave in 1852,
described how Bishop deftly set the mood for fantasy when Willis's
tour group came to an empty spot ("not a very attractive-looking
place in itself") where once the handsomely attired mummy of an
Indian woman had reposed: "Stephen set down his lamp, after showing
us the hollow niche in the rock against which the fair one was found
sitting, as if, with his sixteen years' experience as guide, he had
found this to be a spot where the traveler usually takes time for
reverie. It cost me no coaxing to have mine. With the silence of the
spot, and all the world shut out, it is impossible that the
imagination should not do pretty fair justice to the single idea
presented."
For all that his charges sought out such moments
of reverie, however, Bishop couldn't have missed the ambivalence
that settled around those moments like a fog. What Willis and his
like were after was a power Western culture had long imputed to
caves -- the power of phantasmatic vision, of oracles and
apparitions. But the flipside of this power was an even greater
powerlessness -- that of problematic vision, of blindness and
delusion -- and Bishop surely knew it. Perhaps his "little knowledge
of Latin and Greek" had brought him in contact with Plato's famous
"Simile of the Cave." Perhaps he knew therefore that the founding
fable of Western philosophy envisioned the cave as a kind of
epistemological torture chamber, peopled with prisoners allowed to
see nothing of the outside world except its shadows and obliged, in
the end, to mistake the shadows for reality. But even if he'd never
read the basic texts, Bishop had the basic idea: the first two
bodies of water he discovered in Mammoth's depths he named in honor
of the ancient mythic links between ghosts, unknowingness, and the
underground. He called them the River Styx and Lake
Lethe.
Also, there were younger myths afoot in Bishop's day
that would have driven the older meanings home in any case. The
American mythology of wide open spaces was coming into its own.
Outside the cave lay Kentucky, scarcely a generation removed from
its frontier days, and further west a continental blanket of
unsettled territory rolled on to the Pacific. The ample, welcoming
Cartesian plane of the prairie was becoming more and more a symbol
of the promised freedom and opportunity at the heart of America's
self-image. How un-American, then, the close, crooked, fractal shape
of Bishop's cave must have seemed to visitors. How redolent of
bondage and limitation, and how fitting to find installed as "chief
ruler" and "presiding genius of this territory" a bondsman, his only
subjects a handful of dead Indians. For if the open plain had become
the defining topology of America's central myth, of prosperous
liberty, the cave was necessarily its countermyth, and what better
demographics to people it with than those that gave the lie to the
official story?
The irony, of course, was that for Bishop the
cave was anything but a place of bondage. The guide work was a kind
of servitude, certainly, but he didn't seem to mind it. And when he
ditched the tourists and went exploring, as he continued to do
throughout his life, he could hardly have felt more free. To picture
Bishop on his own in the cave's far depths -- striding in awe down
some new avenue so vast his lantern barely illuminated the walls, or
leading his young wife through the tunnels to admire some piece of
subterranean beauty only he had ever seen before -- is to
contemplate an image of near-perfect autonomy.
And yet,
besotted though he was with this "grand, gloomy, and peculiar place"
(as he called it), Bishop recognized that the freedom he enjoyed
there was, like so much else about the cave, only partly real. One
day in 1852, as he and Willis paused to rest on their way down to
see the blindfish in the River Styx, the author asked him what he
thought of slavery. As it happened, Dr. Croghan had died two years
before, and the doctor's will stipulated that Bishop and a number of
other slaves were to be set free seven years after his death. As
Bishop now confided to Willis, though, that wasn't soon enough for
him. He told Willis he meant to buy his freedom -- and his wife and
son's -- as soon as possible. He said he was saving the wages he'd
been getting since his master's death, and that he planned to take
his family to a place far away from Kentucky. They were going to
resettle in Liberia, the new African colony for freed American
slaves.
Neither Willis nor Bishop could know, of course, that
none of this would come to pass. Bishop never would get the money
together to buy his way out of slavery; freedom would come to him in
1856, not through his own efforts but in accordance with his
master's will; and one year after that, Bishop would die of
unrecorded causes, aged thirty-six, his family still in
slavery.
For now, though, he had the fantasy, and as sweet as
life in Mammoth Cave had been, the fantasy was sweeter. Bishop
talked, Willis listened, and then it was time to move on. When they
came at last to the River Styx, Bishop dipped a net into the water
and brought up a small, wriggling fish, ghostwhite and eyeless. The
two men sat by the river a while longer, then headed back to
daylight. They took the dying blindfish with them, up, out, and back
to the Mammoth Cave Hotel, where it was gutted and placed on public
display.

Will Crowther was thirty-eight years old when he
first gazed into his future as a middle-aged North American white
male and felt the chill air of desolation on his face. The year was
1976, and Crowther was going through a rough divorce.
He'd
seen better days for sure; much better. Four years earlier, he'd had
a wife he loved, two young daughters he adored, a job that pushed
his considerable talents to their limit, and an odd but thrilling
hobby that both consumed and fulfilled him. Now all he had was the
job.
Not that that was anything to sneeze at. To say that
Crowther was a computer programmer is, by all accounts, something
like saying that Michelangelo was a ceiling painter. By the time
Crowther reached his professional stride, sometime in his early
thirties, a poll of his peers probably would have ranked him in the
top of the top percentile of the world's programmers. His coworkers
at the Cambridge, Massachussetts, consulting firm of Bolt Beranek
and Newman needed no such confirmation of his brilliance, however.
Years later they would still recall his remarkable ability to
picture in his head, at every level of detail, the entirety of
whatever complex program he was working on -- the equivalent, one
said, of "designing a whole city while keeping track of the wiring
to each lamp and the plumbing to every toilet."
In 1969, BBN
had won the contract to build a new, decentralized kind of computer
network for the Defense Department. Called arpanet, the network was
the beginning of what would eventually be called the Internet, and
while it would be a gross exaggeration to say Crowther invented the
thing, it doesn't seem too far off the mark to say he wrote it. Not
single-handedly, of course, but if there was one coder on BBN's
small programming team who was truly indispensable, Crowther was it.
"Most of the rest of us," one teammate later recalled, "made our
livings handling the details resulting from Will's use of his
brain."
But if coding was Crowther's gift, his passion lay
elsewhere: underground. During the happier years of their marriage,
he and his wife, Pat, had spent every vacation they could exploring
the network of caves beneath Kentucky's Flint Ridge, adjacent to the
Mammoth cave system. They befriended world-class cavers and
ultimately joined their ranks, becoming key participants in a
concerted quest to conquer "the Everest of world speleology": the
discovery of a connection between Flint Ridge and Mammoth, which
would confirm the Mammoth system as the longest in the world. When
they weren't slogging through the muck and murk on survey trips,
Will and Pat contributed to the effort by helping maintain the
project's maps. Crucially, Will wangled some room on one of BBN's
computers to load in the cartographic data, and for the first time
in caving history the shape of the subterranean labyrinth was
reduced to the precision of pure numbers. The Crowthers set up a
Teletype terminal in a corner of their living room and started
keying in cave data, which in turn became cave maps, sharp-lined and
schematic, printed out on a plotter at BBN's offices and brought
home nightly by Will to clutter up the house.
Somewhere in
those pages lay the passage they were seeking. Poring over the maps
together in late evenings, after they'd kissed their daughters,
Sandy and Laura, good night, Will and Pat must have laid eyes on it
a hundred times, never knowing what it was and where it led. In the
end it was Pat who found out: the survey party that finally
discovered the connection between Flint Ridge and Mammoth, on August
30, 1972, was made up of her and three other veteran cavers, none of
them Will. He was thrilled, of course, both for his wife and for the
collective effort they had taken part in. But he hadn't been there,
and he couldn't feel what Pat felt. She wrote later that when she
woke up on the Thursday morning after the discovery, she felt the
same way she had after she'd given birth to her children: the whole
world seemed new. She put on a Gordon Lightfoot record, she said,
and cried.
Was it then that the seed of Will and Pat's
eventual breakup was planted? Did Will's absence from the historic
trip signal the onset of greater and greater distances between them?
Who can say? It's enough to note that by late 1975 their marriage
was falling apart, and that by early 1976 it was over.
And
here was where Will's own historic moment began. As he later
explained to an interviewer, he had lately taken to playing a new
kind of game called Dungeons and Dragons, getting together with some
of the guys from BBN whenever enough of them had the time. The
particular D & D scenario they were playing involved a lot of
imaginary traipsing through the woods and caverns of J.R.R.
Tolkien's Middle Earth, and in it, Crowther role-played a thief
character, called simply Willie the Thief. The game was intensely
absorbing, and though he didn't exactly play it to escape from
reality, the distraction couldn't have hurt: Will and Pat's divorce
was on its way and soon enough arrived.
"And that left me a
bit pulled apart in various ways," said Crowther. "In particular I
was missing my kids. Also the caving had stopped, because that had
become awkward." Between wife, kids, and cave, the divorce had taken
from him most of what had given his life its shape, if not its
meaning. Faced with such a loss, many men Crowther's age would have
turned to desperate consolations -- drinking too much, having
affairs with twenty-year-olds, blowing paychecks on high-end audio
equipment. Others would have simply despaired. But Crowther, being
Crowther, had a different idea: "I decided I would fool around and
write a program that was a re-creation in fantasy of my caving, and
also would be a game for the kids, and perhaps [include] some
aspects of the Dungeons and Dragons that I had been
playing."
The game, of course, was Adventure. What Crowther
wrote then was a simple thing compared to what most Adventure
players came to know -- a sketch dashed off in three or four bursts
of weekend coding. Still, almost everything that mattered was
already in place. The lean but vivid cave descriptions, based on
Crowther's fondly, fiercely remembered Bedquilt, were mostly all
there. The rudimentary puzzles of the opening game -- a few hidden
treasures, some difficult beasts, the mysterious magic word XYZZY --
had been installed. Crowther's daughters, then aged seven and five,
"thought it was a lot of fun," he determined, and that was enough
for him. After a while, having drawn whatever solace he could from
the game, Crowther left it on a BBN computer and didn't give it much
more thought.
And there it might have remained, had BBN's
computers not been attached to the network Crowther helped create.
Word of the game began to circulate from network node to network
node, as did the game itself. A few months after Crowther wrote it,
Don Woods, a grad student at the Stanford Artificial Intelligence
Laboratory, found a copy of Adventure on a local computer and was
smitten. Frustrated by bugs in the program, though, and by the
game's relative simplicity, Woods emailed Crowther asking for a copy
of the source code so he could take a shot at improving it. Crowther
obliged, and after several months' work, Woods released what has
become the game's canonical version. He had added a point system and
done a considerable amount of landscaping, putting in an active
underground volcano, further complicating the existing mazes, and
generally making the game enough of a challenge to suck the average
unsuspecting player into a black hole of addiction.
The rest
is technological history. As computer culture spread, so spread
Adventure, the two so closely intertwining that each became a kind
of image of the other. One veteran coder profiled in
The Soul of a New Machine, Tracy Kidder's
classic inside look at the computer industry circa 1980, could think
of no better way to convey the obsessive thrill of programming than
to sit the author down and have him lose himself in Adventure's
labyrinth of puzzles. "Each 'room' of the adventure was like a
computer subroutine, presenting a logical problem you'd have to
solve," Steven Levy later explained in Hackers, his epic history of
coder culture. "In a sense, Adventure was a metaphor for computer
programming itself -- the deep recesses you explored in the
Adventure world were akin to the basic, most obscure levels of the
machine that you'd be traveling in when you hacked assembly code.
You could get dizzy trying to remember where you were in both
activities."
By the millennium's end, Adventure had become
such an elemental fixture of the computing landscape -- available on
every platform from Windows to Linux to Palm and still a common
point of reference for computer geeks -- that it seemed always to
have been there. Literary critic Espen Aarseth has called it "a
mythological urtext, located everywhere and nowhere." For Aarseth,
Adventure's mythic dimension derived not only from its
sword-and-sorcery ambience but from its privileged place in the
technocultural imagination, where it looms as the legendary origin
of digital narrative itself. Branching, multilinear, not so much
read as explored, the literary mode that theorists have variously
called hypertext, cybertext, interactive fiction, ergodic
literature, and other, less felicitous names, has as much in common
with the structure of caves as with the structure of computing --
and in Adventure, which elegantly conflates the two, it finds not
only one of its earliest instances but its most lucid
definition.
No wonder so many more people have heard of
Adventure than have heard of Will Crowther. The game seems so
organic an extension of the logic of the digital into the realm of
the imaginary that it's easy to forget someone had to invent it. And
yes, no doubt it's true that if Crowther hadn't invented Adventure,
the nature of computers and of make-believe would sooner or later
have compelled someone else to dream up something very much like
it.
But the fact remains that Will Crowther did invent
Adventure. And if you play it with your mind awake to more than just
the challenge of its puzzles, you'll know it wasn't just the nature
of computers and of make-believe that compelled him
to.
Follow again that path from the small brick building to
the steel grate in the ground; go down into the rocky chamber just
below it; crawl west, over cobbles. Note the odd, precise details
along the way: the debris washed in from the surface, the stream
disappearing into a two-inch slit. Note the hint of melancholy in
the spare, attentive prose that renders these details, the way it
amplifies the loneliness inherent in this solitary quest. Go west
again, and then once more. Imagine a man sick with yearning for a
place he'll never see again, and for the life he lost when he lost
this place. Imagine the care with which he might try to re-create
this place in fantasy: how hard he would try not to lose its beauty
by remaking it more beautiful than it really was, or on the other
hand to sour its memory by reinventing it as anything, finally, but
a place of delight. Then look around you:
You are in a
splendid chamber thirty feet high. The walls are frozen rivers of
orange stone.
A cheerful little bird is sitting here
singing.

In his 1995 essay "The Craft of Adventure," game
designer Graham Nelson sets out to define an aesthetic of what is
generally known as interactive fiction but which he prefers to call
adventure games. Addressed to the small but passionate community of
amateurs who continue to produce computer games in Adventure's
text-only, role-play style (the brief commercial heyday of Infocom's
Zork and other shrink-wrapped Adventure knock-offs came and went
over two decades ago), Nelson's argument starts with a single
principle: "In the beginning of any game is its 'world', physical
and imaginary, geography and myth."
It's for this reason,
perhaps, that Nelson locates the historical origin of the form not
in the creation of Adventure but in the moment Mammoth Cave stopped
functioning as a source of well-composted bat shit and started
succeeding as a source of marketable wonder. Adventure works as well
as it does, Nelson argues, largely because its world is grounded in
Crowther's experiences of an actual place -- and that place is
Mammoth. Long before Crowther adapted the cave to his purposes,
after all, another man had prepared it for him, refashioning the
cave as both physical and imaginary, geography and myth. "Perhaps
the first adventurer," Nelson suggests, "was a mulatto slave named
Stephen Bishop."
It makes more than passing sense. Even at a
casual glance the parallels between Bishop and Crowther stand out
like signposts. One cave, two men: each man drawn to the cave as a
site of both mythic fantasy and arduous exploration; each possessed
of an astonishing memory for complex structure and a fascination
with the job of mapping the cave's; each, curiously enough, turning
finally to the cave in hopes of finding there a kind of domestic
redemption -- Crowther grappling in imaginary shadows with the
emotions of his divorce, Bishop applying the fruits of his
explorations toward the goal of buying his wife and son out of
slavery.
Ultimately, though, what interests most about the
comparison between Bishop and Crowther isn't the similarities but
the differences, and the way they illuminate the shifting cultural
contexts the two men inhabited. When Bishop discovered his cave, the
American mythos of open space was in ascent, buoyed not only by the
expansion of the national frontier but by the burgeoning imperialism
of Western civilization generally. By Crowther's day, however, the
frontiers had closed (even the "final frontier" explored by the
Apollo missions was shutting down), and America was in the market
for a new sort of mythic space. And just as Bishop's status as a
slave reflected the place of the cave in the cultural imagination of
the time, so Crowther's role as an Internet pioneer suggested the
cave's new meaning and new centrality: it had become iconic of life
in the fast-approaching information age, an epoch in which the
occupation of open territory (and the exploitation of its resources)
matters less than the knowledge of complex, hidden passageways and
what they lead to.
Forking, twisted, and tangled, a
topological profusion in which no two points are connected by fewer
than two paths -- the shape of caves is, in many ways, the shape
we're in these days. It's the shape of the networks we explore now
everyday, wanting to or not: communication networks, networks of
commerce, of image, of fact. Networks of power, threaded around the
world and centered nowhere in particular.
This is not the
world Stephen Bishop was born into. For that matter it's not even
the world Will Crowther came of age in. But it's a world both showed
us how to navigate. Mammoth Cave may not be Plato's, but it's just
as dark, and in it Bishop and Crowther learned a new way to seek
life's meaning: not by moving toward the light but by descending
further into shadow, toward the heart of darkness where the
blindfish swim.
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