Disch's creative process for "Amnesia" spanned both the analog and digital worlds. Before he even owned a personal computer, he meticulously crafted the narrative by hand, writing in notebooks and typing drafts on a typewriter. These handwritten notes and annotated typescripts are now on display, offering a glimpse into the author's creative journey.
It wasn't until 1984 that Disch acquired his first computer, a Kaypro II, which weighed a hefty 29 pounds and boasted a mere 64 kilobytes of memory – a far cry from today's smartphones with their 8 gigabytes of storage. This technological leap is highlighted in the exhibit, underscoring the challenges Disch faced in realizing his vision for an interactive computerized novel.
Disch's script for "Amnesia" was then transformed into computer code by the game-development company Cognetics Corporation. The exhibit features a printout of the source code, a testament to the intricate process of translating the author's literary vision into a playable digital experience.
The game's release in 1986 for the Apple II, IBM PC-compatible computers, and the Commodore 64 was met with praise for its strong writing and complex narrative, but also frustration over its seemingly endless puzzles and challenges. A flowchart on display maps the game's intricate web of locations, or "nodes," which accurately depict the blocks and neighborhoods of Manhattan's southern districts, further emphasizing the depth and attention to detail that Disch brought to his creation.
In 2019, the Yale Library's born-digital specialist, Alice Prael, and software preservation and emulation librarian, Claire Fox, embarked on a mission to revive "Amnesia" using cutting-edge emulation techniques. By capturing the data stored on the game's floppy disks and replicating the obsolete hardware using specialized software, they were able to recreate the authentic experience of playing "Amnesia" on a Commodore 64.
This effort was made possible through the Yale Library's Emulation-as-a-Service Infrastructure (EaaSI) program, an international collaborative initiative aimed at increasing equitable access to collections dependent on legacy software. The EaaSI platform provided the librarians with the necessary tools and expertise to establish efficient methods for accessing and preserving digital materials that require interaction in a legacy computing environment.
The exhibit features three gaming kiosks that allow visitors to directly engage with the revived version of "Amnesia," showcasing the effectiveness of the emulation process. Visitors can navigate the game's intricate narrative, issuing commands and exploring the protagonist's plight, all while experiencing the authentic feel of a mid-1980s computing environment, complete with chunky keyboards that evoke the nostalgia of the era.
The preservation of "Amnesia" and the efforts to make it accessible to researchers and the public underscore the growing significance of video games and other digitally created materials as cultural artifacts. Beyond video games, emulation can also be used to preserve and enable access to a wide range of interactive content, from legacy websites and searchable databases to industry-specific software that requires the use of obsolete operating systems.The "Remembering Amnesia: Rebooting the first computerized novel" exhibit at the Yale Library's Hanke Exhibition Gallery serves as a testament to the creative vision of Thomas M. Disch and the tireless work of the library's digital preservation team. By bringing "Amnesia" back to life, they not only honor the game's historical significance but also pave the way for the preservation and accessibility of other digitally created materials, ensuring that these important cultural artifacts remain available for generations to come.