Ready Player One

Sticking to my tried-and-true pattern one last time, I whipped the joystick right, slid into the secret door, then out the opposite side and straight down to snag the last few remaining dots, clearing the board. I took a deep breath as the outline of the blue maze began to pulse white. And then I saw it, staring me in the face. The fabled split-screen. The end of the game.

 

 

Then, in the worst case of bad timing imaginable, a Scoreboard alert flashed on my display, just a few seconds after I began to play through the final screen.

 

The top ten rankings appeared, superimposed over my view of the Pac-Man screen, and I glanced at them just long enough to see that Aech had now become the second person to find the Jade Key. His score had just jumped 19,000 points, putting him in second place and knocking me into third.

 

By some miracle, I managed not to flip out. I stayed focused on my Pac-Man game.

 

I gripped the joystick tighter, refusing to let this wreck my concentration. I was nearly finished! I only had to milk the final 6,760 possible points from this last garbled maze and then I would finally have the high score.

 

My heart pounded in time with the music as I cleared the unblemished left half of the maze. Then I ventured into the twisted terrain of the right half, guiding Pac-Man through the pixelated on-screen refuse of the game’s depleted memory. Hidden underneath all of those junk sprites and garbled graphics were nine more dots, worth ten points each. I couldn’t see them, but I had their locations memorized. I quickly found and ate all nine, gaining 90 more points. Then I turned and ran into the nearest ghost—Clyde—and committed Pacicide, dying for the first time in the game. Pac-Man froze and withered into nothingness with an extended beeewup.

 

Each time Pac-Man died on this final maze, the nine hidden dots reappeared on the deformed right half of the screen. So to achieve the game’s maximum possible score, I had to find and eat each of those dots five more times, once with each of my five remaining lives.

 

I did my best not to think about Aech, who I knew must be holding the Jade Key at that very moment. Right now, he was probably reading whatever clue was etched into its surface.

 

I pulled the joystick to the right, weaving through the digital debris one final time. I could have done it blindfolded by now. I fish-hooked around Pinky to grab the two dots near the bottom, then another three in the center, and then the last four near the top.

 

I’d done it. I had the new high score: 3,333,360 points. A perfect game.

 

I took my hands off the controls and watched as all four ghosts converged on Pac-Man. GAME OVER flashed in the center of the maze.

 

I waited. Nothing happened. After a few seconds, the game’s attract screen came back up, showing the four ghosts, their names, and their nicknames.

 

My gaze shot to the quarter sitting on the edge of the marquee brace. Earlier it had been welded in place, unmovable. But now it tumbled forward and fell end-over-end, landing directly in the palm of my avatar’s hand. Then it vanished, and a message flashed on my display informing me that the quarter had automatically been added to my inventory. When I tried to take it back out and examine it, I found that I couldn’t. The quarter icon remained in my inventory. I couldn’t take it out or drop it.

 

If the quarter had any magical properties, they weren’t revealed in its item description, which was completely empty. To learn anything more about the quarter, I would have to cast a series of high-level divination spells on it. That would take days and require a lot of expensive spell components, and even then there was no guarantee the spells would tell me anything.

 

But at the moment, I was having a hard time caring all that much about the mystery of the undroppable quarter. All I could think about was that Aech and Art3mis had now both beaten me to the Jade Key. And getting the high score on this Pac-Man game on Archaide obviously hadn’t gotten me any closer to finding it myself. I really had been wasting my time here.

 

I headed back up to the planet’s surface. Just as I was sitting down in the Vonnegut’s cockpit, an e-mail from Aech arrived in my inbox. I felt my pulse quicken when I saw its subject line: Payback Time.

 

Holding my breath, I opened the message and read it:

 

Dear Parzival,

 

 

 

You and I are officially even now, got that? I consider my debt to you hereby paid in full.

 

 

 

Better hurry. The Sixers must already be on their way there.

 

 

 

Good luck,

 

Aech

 

 

 

 

 

Below his signature was an image file he’d attached to the message. It was a high-resolution scan of the instruction manual cover for the text adventure game Zork—the version released in 1980 by Personal Software for the TRS-80 Model III.

 

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