Minotaur Maze
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Robert Sheckley
One of the great living writers of SF, Robert Sheckley is distinguished by a bright, witty, pyrotechnic prose style and the portrayal of humorous absurdities in his fiction.. He has been writing since the 1950s, is the author of more than forty books, and has been translated worldwide.
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Minotaur Maze - Robert Sheckley
Minotaur Maze
Robert Sheckley
Open Road logoTo Honor P. Lucas
INTRODUCTION
Rudy Rucker
Thirty years ago, I was a sophomore in high school. My older brother and I were playing on an old swingset that we hadn’t used in several years; we were trying to see who could jump the farthest. Determined to outdo big brother, I pumped the swing up to a dizzying height when *kcnack* the rusty chain snapped. I floundered through a moment of weightlessness and landed awry. My spleen was ruptured; a surgeon cut it out that day.
To cheer my convalescence, my mother brought me my first Sheckley book, his early anthology, Untouched by Human Hands. I loved it more than any book I’d ever read before.
My best friend and closest neighbor Hank Larsen liked Sheckley as much as I did. I’ll never forget the awed tones in which he described Immortality Incorporated to me right after he read it. It’s about what happens when you die!
Wonderfully situated at the interface between science and mystery, the book showed Hank and me how to think about things we’d never thought of before.
For the next few years, my Mom got me a new Sheckley title every Christmas. Each one of the books was a treasure-house of wry wonder. I still have most of them, and I comb and recomb them once or twice a year for rereads.
The paramount quality of Sheckley’s writing is the purity of his language. The timing of his cadenced phrases is exquisite. His richly charged clarity arises, I would say, from the excellent moral qualities which Sheckley as a writer exemplifies — he is a man in love with writing and with the simple sweetness of life.
Sheckley’s characters are so urgent in their needs that one begins to feel that they are all Sheckley himself. Their needs are real and clear. These men and women don’t want power or knowledge — they want things like food, a mate, time off from work, and adventure. Sheckley gets them into incredible difficulties and then, somehow, he gets them back out — often with a surprise twist. It is easy to make the identification between the characters and the author — in the never-ending struggle of his life as a writer, Sheckley has written on and on for the same urgent reasons: money, avoidance of a real job,
and adventure. When a Sheckley character is at his wit’s end we feel that, as he wrote that page, Sheckley himself was at his wit’s end, too. The miracle of his stories is that so often everything comes out in such a seemingly predestined way.
It is a strange thing to be a writer who writes science fiction. Like any writer, you want to write about yourself and about the world as you found it. Yet your fictional landscape is crowded with robots, spaceships, and aliens. Sheckley’s trick is to write about the science fiction universe — but to write about it as if he really lived in it. A commuter may use a flying saucer instead of a car, but he’s still a commuter. The way in which Sheckley overlays our world and the sf world varies from story to story — often concepts are comically mismatched for a satirical effect. A classic example of this is his story, Hunting Problem,
in which boys are mapped into alien boy scouts, and men are mapped into wild game. I’d like to go through the story carefully, showing how it illustrates some of the features of Sheckley’s writing. The story begins:
It was the last troop meeting before the big Scouter jamboree, and all the patrols had turned out. Patrol 22 — the Soaring Falcon patrol — was camped in a shady hollow, holding a tentacle pull. The Brave Bisons were practicing their skill at drinking liquids, and laughing excitedly at the odd sensation.
And the Charging Mirash Patrol, number 19, was waiting for Scouter Drog, who was late as usual.
So here is Drog, a teenage alien who wasn’t particularly skilled in anything except dreaming away long hours among the clouds at the five-thousand-foot level.
He is the only member of the Charging Mirash Patrol who has not yet made first class or won an achievement award. The Patrol Leader takes Drog aside and tells him that a pride of three bull Mirash has been spotted in the countryside five hundred miles north of the jamboree. Drog is to use Forest and Mountain lore to track and stalk the Mirash. I want you to bring back the pelt of one Mirash,
says the Patrol Leader.
Drog is of course exactly the kind of person who would be reading this science fiction story — and he is exactly the kind of person who would write such a story, had he Sheckley’s abilities. A pretty remapping is involved in the tasks the scouters try to master. Human scouts learn such pre-Industrial Age techniques as the building of fires. On Drog’s planet, The modern world had begun with the Age of Submolecular Control, which was followed by the present age of Direct Control,
and the young of the highly evolved Elbonai must play at learning such arcane skills as walking on the ground and drinking liquids.
Sheckley delights in putting in boilerplate sf concepts without the slightest attempt to pass the concepts off as real. He invokes Submolecular Control as smoothly as Shakespeare casts fairies in A Midsummer Night’s Dream. Sheckley is, after all, a science fiction writer of the mid-Twentieth century.
Drog levitates himself to the correct planetary coordinates, and then we shift to the viewpoint of his prey: three human prospectors named Paxton, Herrera, and Stellman. These are the Mirash. Paxton is a petulant romantic youth with a great deal of money, Herrera is an experienced galactic knockabout, and Stellman is a perpetual student with a pilot’s license. Three faces of the Sheck-man. Drog approaches the trio disguised as a tree. (In several other Sheckley stories aliens disguise themselves as trees. Sheckley delights in clarifying the action of his stories by using the most simple and obvious methods which come to hand.) Herrera casually blasts the tree when Paxton sees it move. A few moments later, Drog returns to consciousness: There had been no premonitory fear-scent, no snorting, no snarling, no warning whatsoever. … He waited until the hoofbeats of the three Mirash had faded into the distance.
Drog resolves to use Lures and Snares. When Paxton, Herrera, and Stellman get back to their cave, this exquisitely comedic passage results:
A few feet from the mouth of the cave was a small roast beef, still steaming hot, four large diamonds, and a bottle of whiskey.
That’s odd,
Stellman said, and a trifle unnerving.
Paxton bent down to examine a diamond. Herrera pulled him back.
Might be booby-trapped.
There aren’t any wires,
Paxton said.
Herrera stared at the roast beef, the diamonds, the bottle of whiskey. He looked very unhappy.
I don’t trust this,
he said.
"Maybe there are natives here, Stellman said.
Very timid ones. This might be their goodwill offering."
Sure,
Herrera said. They sent to Terra for a bottle of Old Space Ranger just for us.
…
The long grass Herrera was standing on whipped tightly around his ankles. The ground beneath him surged, broke into a neat disk fifteen feet in diameter and, trailing root-ends, began to lift itself into the air. Herrera tried to jump free, but the grass held him like a thousand green tentacles.
Roast beef, diamonds, and whiskey — real treasure for real people. And the savagery of the sudden attack is surreal. What if your lawn suddenly did that? Is it possible that the mapping from home to science fiction could ever run the other way?
As in any well-paced tale, there must be repeated assaults, so of course Herrera escapes the disk