huge hands manipulating the wireless keyboard with surprising delicacy. The computer sat on a long table set up on two flimsy IKEA trestles, and the room wasnât much wider than the table. The walls were papered with posters of the Mandelbrot set rendered in psychedelic colors, and fat, split-spined math textbooks were piled up in teetering stacks in the corners.
âWhat is this, anyway?â said Edward, pointing at the screen. He tried not to encourage Zephâs geeky tendencies, but once in a while he pretended to take an interest. âIt looks like a kidâs game.â
âEver have an Atari 2600?â
âI guess. I had an Atari. I donât know what number it was.â
âIt was probably a 2600. This is an old Atari 2600 game called
Adventure.
Youâre the little square here.â Zeph tapped the keys, and a small yellow square on the screen moved in a circle. âYouâre on a quest for the Holy Grail. You need to get the key to open the castle. Then you find more keys, with which you open more castles, until you find the Grail. Bring the Grail back to the yellow castle, and you win. On the way, you run into dragons, like the one thatâs chasing me right nowââa creature that looked like a green duck was bobbing along behind the squareââwho try to eat you. Thereâs also a magnet, and a big purple bridge, and a bat who picks things up and flies away with themâah, and hereâs the sword. Good for killing dragons.â
The square picked up the sword, which was really nothing more than a yellow arrow, and waved it through the dragon. The dragon died, accompanied by a mournful downward glissando.
âKey, castle, sword, dragon. The basic building blocks of a tiny, self-contained universe. Very simple. Nothing ambiguous. Every story ends one of two ways: Death, or Victory.â
The square had the Grail now, a pulsing, psychedelic goblet five times as big as it was. Edward watched languidly as it brought the Grail back to the yellow castle and the screen lit up with a light show and weird, bubbling sound effects.
âSo that was Victory?â Edward said.
âHow sweet it is. And that was just Level One.â
âHow many levels are there?â
âThree. But the truly cool thing is, this is the original Atari code. Somebody actually bothered to write an emulator program that makes my five-thousand-dollar PC think itâs a twenty-dollar Atari console from 1982. Then they sucked the code out of an old
Adventure
cartridge, posted it on the Internet, I downloaded it, and Bobâs your uncle.â
âHuh,â said Edward, sipping his beer. It was cold and satisfyingly bitter. âIs that even legal?â
âKind of a gray area. Want to take it for a spin?â
âNot really.â
Zeph heaved his bulk up out of the desk chair and sat down again on a broken-down futon Edward recognized from their college days.
âSo when you move to the London office, whoâs going to do your job here?â
âItâs an exchange. Thereâs an English guy who comes here from over there. Nicholas something.â
âNickleby?â Zeph took another swig. âYou know what he is, heâs your fetch. Itâs a Celtic myth: A fetch is a double, a creature thatâs born at the same moment as you are and looks exactly like you. Woe betide you if you ever meet your fetch.â He snapped his fingers. âThatâs it. Game over.â
âYikes.â Edward stood up. âIâm going to the bathroom.â
Zeph and Caroline lived in a long, rambling, dusty apartment in the West Village that theyâd bought outright with a truckload of stock options from a dot-com Caroline had walked away from at the right time. Virtually every wall was lined with shelves, including the kitchen and the bathroom, and on the shelves were Zeph and Carolineâs collection of small plastic toys: Chinese