This is but one of many stories told to children by their village elders involving The Young Adventurer or Queen Alice or both or variations thereupon. As with all such stories, the details differ from version to version, although the fundamental structure is found in all of its forms. The accuracy with which the events chronicled within are described is of course suspect and a matter for debate. Readers are encouraged to formulate their own opinions on the Authenticity and Truthfulness of this particular account.
Join me atop the Sacred Rock, for here the All Thing resides.
Then the Young Adventurer ascended the mountain and came upon the Law Stone, which stood within an open meadow. Atop the Stone sat Queen Alice, thrice-exalted usurper and Lady of the Green, her legs folded in the manner of a Lotus, her head adorned with a Crown of deep red flowers. In front of her lay a succession of objects, perfectly arranged in a row. It was known by all that Queen Alice was to be consulted at this juncture, and so the Young Adventurer approached her forthwith.
“My Lady, I have journeyed long and travelled far and I must now seek your counsel. I wish to partake of your wisdom and experience so that I may deepen my knowledge of the Way of the Sword and Shield.”
“You needn't try and explain yourself so,” replied the Queen “For I know your true purpose. You approach me clad in green, or violet, or crimson, or blue or in cold metal or in a mighty helm of brilliant flame. You shall carry on doing so, and you will do so in the hereafter and times long passed. Your intent is surely clear enough; it's your meaning I don't follow.”
“I require training in the martial arts,” the Young Adventurer said “Or, barring that, some formidable tool of honour and power that will aid me on my quest. Is that not the purpose of this assortment of items between us?”
“What you see in front of you is what you wish to see” Queen Alice said “Or perhaps,” she hastily added “What you expect to see. I appear to you in this manner because I am expected to and am thus invoked, though I appear in this form because it rather suits me. We have met this way before and we shall continue to meet this way time and time again until the world grows dark and the land grows cold.”
Confused, the Young Adventurer countered “I see what I see in front of me because it is there and it was there before I climbed this summit. How can it be otherwise?”
Alice responded “What you see are half-truths; between us stands an impenetrable wall of nothingness. You bear witness to the simulacra of meaning and virtue.”
“Is a Thing Not-A-Thing? What I desire and what I am presented with have no correlation, as you are right now effectively demonstrating.”
“A Thing ca'n't be without its symbol.” Alice gestured to her collection of objects “I could give you this this canoe (which is the world) this book (which is the link in the chain), this ball (which is the aspect of thunder and lightning), this skateboard (which is the door and the eye), this cobra (which is the voice of the dragon) or this wheel (which is the tower) and each would be useless to you stripped of their subject. Furthermore I daresay they mayn’t even exist if you wished it.”
The Young Adventurer was now thoroughly confused, and asked of Queen Alice “What is the purpose of all these riddles and symbols? This is getting me nowhere! I've come all this way and I should like to have some answers to all of this.”
“They get you nowhere because you choose not to follow them, of course,” said Alice. “The secrets of which you speak and seek are spelled out before you; answers written in words carved out of summer's clear sky. Pick a path and follow it, for it shall lead you towards divinity.”
The Young Adventurer was growing angry and proceeded to criticize Queen Alice “Will you not give me what I seek, or are you simply incapable of giving it? Is a Queen not a Queen if I wish her not to be? For in you I see the simulacrum of a regent. Does a Queen not sit on a throne and preside over her land and people? Pray, tell me: Where do you rule and who are your subjects?” The Young Adventurer said this, for it seemed Queen Alice possessed none of these Things, then added one final question: “What Are You?”
“Is the answer to your question not already clear? Do the words not appear before you, though you are unwilling to read them?” Alice replied “I am the Queen without a throne, for my throne is the field of scented rushes. I am the Queen without a queendom for my queendom is the Earth, the Ocean, the Sky and the space beyond and between. I am ruler of everything and nobody. I am the third of two Queens of Dreaming and have no predecessor or heir for my apotheosis was my will. I am Woman-Become-Goddess and Goddess-Become-Woman. I am the form to which you must aspire.”
To this the Young Adventurer had no response, so Queen Alice thus continued “Do you not see some reflection of yourself in me? Is that not this reason you have come yearning for my company and guidance at this moment in time?” Alice paused for a moment, than continued “You seek wisdom and meaning. These are not Things I can give you, but things which you must discover yourself and absorb into your aspect. But you also seek knowledge of topics with which I have a particular experience. Such knowledge is the beginning of a path, so this I will tell you.”
The Young Adventurer raised no objection to this, for the quest must continue, thus there was no objection that could be raised. “Talk with me then about The Path.”
“There is not one Path, but many paths. The road and the destination can remain the same, but should the trees change colour or the cobblestones be re-layed, the path will likewise change.”
“Surely The Path remains the same? The Road still stretches across the same piece of land and it still ends up at the same place.”
“A road is only a Thing if you perceive it to be such. A road becomes a path when a Master perceives it to be one. Or perhaps rather, the path is the way to become a Master, but only a Master can recognise it as such. Either or both. The path is the Endeavour.”
Queen Alice knew this puzzled the Young Adventurer, for she had seen a vision of it doing so before the words left her lips, so she shared a story. This was that story.
“It is a truth that in the days when I walked alongside my foster-father I was a warrior, much as you are presently. A Warrior Queen assumes her mantle through combat, and I am coronated through the slaying of the High King: I slew him once in the Hills of Erin upon the raven’s wings, once in the House of False Love, once in the Mead Halls of the Gods and again atop the City of Fire. I likewise felled him amongst the Missing-Birds of Aetherius and in Darkness and in Sadness and then in the Dreaming, which is all places and all moments. The clashing of our swords echoes back to the dawn of time and forward to the End of All Things.”
Alice continued “My infinite victories win me only my self, which is nothing, yet everything. This is true inasmuch as it happened, I exist, and therefore this must have happened. But it is also a truth that in those days I wore the Storm Crown and thus did righteously slay the High King, for he knew not Love, and had I not the world would become Poison and I should cease to be.”
“So one becomes a Master by finding a path, following that path, and slaying he who resides at the end of the path.” The Young Adventurer offered.
“It is a truth that heaven may be reached by violence,” Alice responded “But I slay kings with Love myself. They are not such disparate forces, you know. The House falls for it promises Love where there is none. A real Master knows the value and power in this.”
“What more must a Master know?”
“That a Master is not a Master until The Name is both spoken and forgotten. Only then can Masters recognise themselves and attain liberation, wisdom and power, which are the same. I am Alice and I am Not, but I Am. This is the true purpose of the path, for the path is the Endeavour. One needn't worry so much about the end of a road, it's the walking that's important. After all, one ca'n't go around slaying kings all the time, now can one? Bearing the Sun Crown I travel where I may; my processional train the daylight of summer itself.”
“But the warmth of a summer's day can turn just as quickly to the fury of thunderstorm...” the Young Adventurer almost hesitated to point out.
Queen Alice smiled warmly and said “I was born in both and exist in both. Always and forever.” for she was not at all ashamed to admit this.
The Young Adventurer thought about that for a time, and then asked Queen Alice “Pray, My Lady. Please tell me about The Dreaming.”
“The Dreaming is part of everyone and everything, and everyone and everything is also part of The Dreaming. It is shared between all, yet it is also the domain that no two people may ever truly share. It is above and beyond and deep within. It existed long before this moment and shall carry on forever after it.”
“But which dreamt it, then? Whose dream?”
“The Dream is the Dreamer, and the Dreamer the Dream.”
“But,” the Young Adventurer cried out “If I am nothing but a Dream than nothing I do shall ever amount to anything and I have wasted all these many hours!”
“Hush now,” Alice spoke softly and gently “There's no need for that sort of talk. For the true mark of a Master is learning the secret and one true purpose of The Dreaming: A Dream may Dream as Dreamers do. The Dream remains and is reborn again. Eternally.”
While this wasn't entirely comforting, the Young Adventurer said nothing, but continued to listen to Queen Alice with rapt attention, so she went on. “We all leave our mark on The Dreaming, don't you see? It is always around us and we always feel its presence, though we may not be able to reach back to it. A Master may do so, for a Master walks both in the land of the Dreamtime and in that of the Waking Dream. That is the true purpose of the path.”
After some thought, the Young Adventurer finally spoke, saying this: “I believe what you say is a truth, though I also believe I mayn't see it quite the same way. But I shall heed these things you have told me, for I must continue my quest.” Queen Alice knew this would be the answer, for she had foreseen it far into the future.
“Come now,” she said, her elfin sun-smile once again crossing her lips “Sit with me for a time upon the meadow of flowers. Cast your gaze to the valleys in bloom, the river which flows ever on to the sea and the mountains of snow from whose summits you can touch the sky. Meditate on these Words I have given you, for hidden within them is the secret of the Endeavour.”
You shall learn to Dream with the dawning of the sun on a brighter day. Your path lies before you.
A pet hobby of mine has always been studying the often-uncanny reoccurring patterns that surround different facets of history, mythology, folklore and language. Call it the result of synchronicity, “name games”, the emanation of a mysterious Fortean psycho-social “Twilight Language” phenomenon or simply the human brain attempting to make sense out of randomness, such patterns seem omnipresent and have always caught my interest. One of the key premises of this school of thought is that certain names, dates, places and events, via coincidence and written historical narrative, become “vortexes” for an unusually high concentration of sociological artefacts and are transformed into, in a sense, pseudo-sentient forces that inspire mimicry and happenings.
Take May 4 for example: This date has born witness to a number of intriguing historical events and movements over the years, particularly those involving politics and power structures. A cursory look at Wikipedia reveals that on this date in 1493, Pope Alexander VI split the Western Hemisphere over the Line of Demarcation, a key moment in the development of colonialism; in 1776 Rhode Island rejected the authority of King George III, the first American colony to do so; Napoleon began his exile on Elba on this date in 1814 and key battles in the War of the Roses, the Fourth Anglo-Mysore War, the American Civil War and World War II also all took place on May 4. In addition, Margaret Thatcher first took office as Prime Minister of England on a May 4, a date which, perhaps ironically, had in years past also seen two infamous civil uprisings: The Haymarket Square Riot in 1886, in which a bomb was leveled at police trying to break up a labour protest in Chicago, and the Kent State Massacre in 1970, in which peaceful Vietnam War protesters were gunned down by riot police at Ohio Kent State University.
Perhaps the most important happenings on this date, at least the two most relevant to the purposes of this article, were two events a world apart geographically and decades apart temporally. On May 4, 1919, students gathered en masse in Tienanmen Square, Beijing to protest the Chinese government's response to the Treaty of Versailles. By this point China was governed by a fragmented group of warlords, the Qing Dynasty having been overthrown during the Xinhai revolution in 1911. The fractured government was easily taken advantage of by influential Western powers, who attempted to divide China into spheres of influence. The tipping point came when the province of Shandong, annexed by Germany during World War I,was transferred to Imperial Japan as a result of the signing of the Treaty of Versailles, resulting in large-scale student revolt. This protest, dubbed the May 4th Movement, could be seen as the political climax of a larger cultural movement known as the New Culture Movement, typically seen as lasting from 1911-1921. The New Culture Movement was initially born out of young scholars' reaction against traditional Chinese values and society, seen as having failed after the fall of the Qing Dynasty, and was guided by a desire to explore and embrace concepts such as democracy, globalisation, cosmopolitanism, individual liberty and sexual equality.
Meanwhile, thousands of miles away and decades earlier, a young girl named Alice Pleasance Liddel was born on May 4, 1852, a date which a mathematician friend of hers who went by Lewis Carroll would later use as the birthday for another Alice, and the setting for one of the enduring classics of literature.
Speaking more broadly, the first week of May has traditionally held a very unique power over people, dating back to some of the earliest historical records we have. The Celtic peoples of Ireland, Scotland and the Isle of Man referred to May 1 (another date with a history of political turbulence) as Beltane-Technically Lá Bealtaine, literally “The Day of Beltane”, as opposed to Mí Bhealtaine, or “The Month of Beltane”. As it marks the halfway point between the Vernal Equinox and Summer Solstice, this was considered the start of summer and one of the most important times of the year: A time for purification, transition and reverence. Beltane is in many ways a mirror image of Samhain on October 31, the day now known as Halloween: Both are liminal dates between seasons set aside for festivals and introspection and times at which the boundaries between the physical and spiritual realms are particularly loose and permeable.
The Celtic people believed that, in addition to the domain of the living, there existed a separate plane where the spirits dwelt: Sometimes described as lying across the sea on uncharted islands to the west, underground within the barrows that dotted the landscape or simply in a related, but separate dimension alongside the physical world (or perhaps some combination of all of the above), the Otherworld was the domain of the aos sí. Comparable perhaps to modern conceptions of fairies and elves and indeed the basis for many of these beliefs, the aos sí were mysterious, unpredictable nature spirits, deities and deified ancestors. Sometimes they were the descendants of the Tuatha Dé Danann, the original inhabitants of Ireland forced underground by invaders who mastered spiritual and arcane arts to become beings of mysticism. Beltane and Samhain were two of the dates it was said the aos sí could walk freely among the mortals, and the mortals could walk freely among them owing to their liminal position on the calendar. Liminality on the calendar, it would seem, translates to liminality in our lives.
It is perhaps worth noting that modern astronomical research actually places the precise date for the solar midpoint between the Vernal Equinox and the Summer Solstice closer to May 5 or May 7 (the former of course being celebrated today as Cinco de Mayo, the commemorative date of the unprecedented Mexican victory over occupying French forces in the state of Peubla, Mexico in 1862), but this can of course change year to year.
The start of summer then, the time of Mí Bhealtaine, would appear to be in general a time of year marked by transition, change, upheaval and liminality. It is also a deeply spiritual, mystical time according to the ancient Celts, the melding of the human realm with the Otherworld offering a profound, if temporary, restructuring of philosophy and cosmology. It's perhaps fitting then that summer is the time of year most beloved by Lewis Carroll, whose fond memories of summers gone by inspired his greatest work, the diptych Alice's Adventures in Wonderland and Through the Looking-Glass and What Alice Found There. Wistful, nostalgic yearning for the enchantment and spirit of the season is the dominant theme of the prefatory and closing poems of both Alice books, plays a significant role in the closing words of the first book and, in his Easter Greeting dedication to the 1876 edition of his oeuvre, Carroll encourages his readers to remember the dreamlike atmosphere of a summer morning and to hold on to the knowledge that, no matter how dark life may get, we will all “one day see a brighter dawn then this”.
It's clear that summer was a special time for Lewis Carroll. He seems to have associated it with childlike innocence and strength, two virtues he treasured and valued almost above all else, certainly helped by his summer boat trips with Alice Liddel and her sisters during which he would tell them stories, one of which became the first draft of Alice's Adventures in Wonderland and provided the inspiration for the poems book-ending both works. For Carroll then, summer represented a time when we could let go of our vice-grip on the dull, pragmatic realities of this world and allow our imaginations to view the universe with rapturous, if sometimes fleeting, sense of wonderment. Perhaps curiously, both parts of the story are set during Mí Bhealtaine: The first book is set on May 4, while the second is set on November 4, marking a key moment in the development of that book's theme of mirrored reversals: Alice leaves her house in early winter through the Looking-Glass and comes out the other side to find a sunny summer day. Also, November is, of course the start of summer in the southern hemisphere.
Despite this however, the most engaging connection between Carroll and the season may actually come from the pseudo-sentient life force his own text has acquired, and, in particular, that of its heroine. Perhaps contrary to popular belief, it's quite clear the Alice in Alice's Adventures in Wonderland and Through the Looking-Glass and What Alice Found There is not meant to be anything so dull as an insert avatar of Alice Liddel. Although he initially told an early version of the story to Alice Liddel and her sisters, the books' protagonist does indeed share her name and undoubtedly owes much else of herself to her, Carroll went out of his way to remove or bury personal signifiers, identifiers and in-jokes in the versions that made it to print. John Tenniel's illustrations of Alice look nothing like Alice Liddel (Apocryphally she's supposedly based on Mary Babcock, another friend of Carroll's, but this has yet to be fully confirmed). Indeed, an oft-overlooked fact about Through the Looking-Glass is that many of its core themes and motifs, most notably those of mirrors, opposites and inverses, was inspired not by Alice Liddel at all, but by discussions Carroll had with another Alice: His distant cousin Alice Raikes.
No, the Alice in Alice's Adventures in Wonderland and Through the Looking-Glass is something far more subtle and fascinating. She is, as often described by Carroll himself, the “dream-child”: She represents the idealized pinnacle of Carroll's worldview and embodies the purest form of the ideals he saw in his friends and wished to cultivate in all of us. As Carroll himself said, in the dramatis personae for Alice on the Stage:
"What wert thou, dream-Alice in thy foster-father's eyes? How shall he picture thee? Loving first, loving and gentle: loving as a dog (forgive the prosaic simile, but I know no earthly love so pure and perfect) and gentle as a fawn: then courteous—courteous to all, high or low, grand or grotesque, King or Caterpillar, even as though she were herself a King's daughter, and her clothing wrought of gold: then trustful, ready to accept the wildest impossibilities with all that utter trust that only dreamers know; and lastly, curious—wildly curious, and with the eager enjoyment of Life that comes only in the happy hours of childhood, when all is new and fair, and when Sin and Sorrow are but names — empty words signifying nothing!"
Alice is the dream-child. The dream-child, through an open mind, strength of character, curiosity, love and retention of the wide-eyed inspiration of a child, becomes privy to the myriad worlds and possibilities that exist alongside and around ours, but that are conceivable only to the mind of a dreamer. As she states in a famous (and often misinterpreted) quote from Through the Looking-Glass, Alice “ca'n't believe impossible things”. Logically, however, this means what she sees around her are possibilities. She might not always accept them at face value (Carroll once said that trying too hard to believe things that couldn't be true wore one's mind out), but she won't write them off as “impossible” either because impossible things can never be true and are therefore not worthy of consideration. As Alice is considerate to and of everyone and everything, she naturally has no room in her intellectual toolbox for impossibilities: The ultimate declaration and fusion of both childlike trust and mature open-mindedness.
The dream-child is, by necessity, liminal. Because Alice can conceive of and accept the possibility of anything, if not believe the utter certainty of anything, she is the only character in any of the Wonderland works to be able to freely travel between worlds. The most obvious example of this is in the beginning and end of the books themselves where Alice enters and leaves Wonderland. The famous “all just a dream” reading of the climax of Adventures inWonderland is in fact loaded and has the potential to be dangerously misleading: Alice wakes up at the end of her adventure, yes, but what's overlooked about the scene is that it seems to be meant as a telling bit of role reversal-After retelling her escapades in Wonderland, Alice happily scampers off thinking of them all the way and her older sister falls asleep and begins dreaming herself. However, her sister dreams of Alice's dream and, critically, remains conscious all throughout. She “half-imagines” herself in Wonderland and can appreciate the beauty and magic of this Otherworld, but only on a theoretical level because she remains grounded in pragmatism and knows as soon as she opens her eyes it will all be revealed for the make-believe is truly is. The implication, meanwhile is that Alice is off having more adventures even awake, while her sister can only conceive of the lands she visits with her eyes closed. This is the difference between Alice and her sister: As the dream-child, Alice can effortlessly transgress the boundaries between worlds at will, an ability her sister has lost, having used maturity as an excuse to allow herself to be subsumed by the mundane.
"Remember, remember..."
Alice's liminality, and her ultimate destiny as the dream-child, are major plot points in Through the Looking-Glass and What Alice Found There. Once she crosses the boundary into the mirror world, the story soon becomes (put most basically) about a chess game played out with all the characters representing specific chess pieces and Alice's desire to become a Queen. This is most commonly read as Carroll's way of dealing with his estrangement from Alice Liddel and the inevitability of her growing up and losing her innocence, especially when taken in the context of the rather dark and funereal poems he placed at the beginning and end of the book. However, if we take that Alice in Carroll's story is the dream-child and not simply a rote stand-in for Alice Liddel (not to mention the recorded fact part of the book's impetus came from a different Alice entirely), we can approach this part of the narrative from a fresh perspective: I posit that the reason Alice is trying to become Queen is not because she wants to grow up and leave her wandering days behind, but because she knows the rules of chess. Alice explicitly starts the game as a White Pawn (she's told inasmuch by the Red Queen) and knows, just as the clever mathematician and chess expert Carroll knew, that there is a rule where a Pawn can become any piece the player chooses if it reaches the last square of the board. Naturally, the obvious (dare I say logical) choice would be the Queen: The piece with most freedom and range of movement, and thus the most powerful. This, I argue, is what Alice desires: Not the stuff and fussiness of mundane adulthood (it's telling once she returns to her house at the end she resumes, and with abandon, the curious self-addressing nonsense logic that's been creeping into her vocabulary over the course of both books), but the freedom to control her own destiny, to transgress against and explore both worlds (thus also mastering them both) and to keep her mind open to possibilities.
It may also be worth noting that Through the Looking-Glass takes place on November 4, the day before Guy Fawkes Night in England. This date, commemorating a failed anaracho-terrorist plot to destroy the House of Lords (while it was in session), seems of particular interest to Alice, who asks her cat if she knows “what to-morrow is”. It would seem unusual to me that someone who is drawn to that kind of history and who has, in the course of two short stories, overthrown two major monarchies (for one of which she essentially spearheaded a revolutionary coup d'etat), is gravely concerned and interested in the plight of a working-class wasp, has frequent discussions with herself about ego death, carries on stimulating two-way conversations with herself and her cats, worries about breaking rules she just invented and enjoys pretending to be a hyaena and that her nanny is a fresh kill would be particularly concerned about emulating royalty and fitting in with social convention of the time. It would seem, if anything, that dream-Alice is an almost willfully marginal, anarchic character. She's surely not going to grow up to fit in with Victorian elite, and she doesn't seem to completely fit in with the denizens of Wonderland either as she is in frequent conflict with them (although this becomes more tempered and academic as of Through the Looking-Glass). She is truly liminal then; someone who can transgress and explore both worlds and, by remaining marginal, master them both as well.
This would most likely please her foster-father because, whether it be owing to his dualistic life as simultaneous childrens' book writer, friend to young girls, esteemed mathematician and college dean or the somewhat awkward way he apparently carried himself Lewis Carroll was most certainly a marginal figure himself who didn't quite fit in with the world of Victorian elite he surrounded himself with. This becomes most clear knowing a great deal of both Alice books is actually little more than thinly veiled political satire skewering Victorian cultural norms and the elite and that John Tenniel, whom he hired to illustrate them, was famous as a political cartoonist at the time. More evidence can be found in the fact Carroll found the courage to troll Queen Victoria herself: After reading a fan letter of hers in which she praised Alice's Adventures in Wonderland and requested a signed copy of his next book, Carroll proudly sent her majesty a special print of a mathematical proof. This becomes arguably textually overt during the infamous Mad Tea Party chapter where, in one scene, The Mad Hatter criticizes Alice for wearing her hair too long. This is a critique that would never be leveled against a young girl like Alice Liddel, but it is most certainly one that would be leveled against a man of status like Lewis Carroll, who was known to keep his hair longer and shaggier than was customary. Knowing all this, it becomes becomes even more difficult for me to read dream-Alice as a straight representation of Alice Liddel and much easier in fact for me to read her as the liminal, anarcho-feminist dream-child who bears as much influence from early postmodern ideals and Carroll himself as she does from Carroll's most famous friend.
Liminality, transition, change and upheaval. These are all themes and motifs the Celts believed surrounded the time of Mí Bhealtain and seem to have been the trend of history. They are also ideals Lewis Carroll's dream-Alice seems to embody enthusiastically and triumphantly. For him and her, as them, summer was a magical time indeed. The most important festival for the Celts also took place during the summer: During Midsummer, the summer solstice, it was almost a guarantee the boundaries between our world and the Otherworld would finally dissolve and the aos sí were free to roam uninhibited, their celebrations being plainly visible from atop the hills and barrows. In Forteana, it is said an unusual uptick in sightings of mysterious or unexplained phenomena coalesce around this date. For Lewis Carroll, everything that makes life worth living is on display this time of year.
It is perhaps very appropriate that the liminal, anarchic Alice is intrinsically linked to Beltane; the summer's spirited and emotionally charged beginning. Her birthday is May 4, the same as Alice Liddel's to be sure, but also a day of extreme significance to both history and the texts at hand. May 4 is also the date on which Adventures in Wonderland takes place, as we can discern from Alice's dialog with the Mad Hatter. That same Adventures in Wonderland that begins by Alice entering a doorway in a hillside and falling out of this world into another one. That same Adventures in Wonderland that ends with Alice maintaining the ability to walk between realms. That same Adventures in Wonderland that was originally titled, among other things, Alice's Adventures Under Ground, Alice Among the Elves and Alice's Doings in Elf-Land. A remarkable coincidence, to be sure, or perhaps not, depending on one's perspective. Deeper and deeper still goes the rabbit hole of Twilight Language.
The dream-child's influence on subsequent fiction has been substantial, but perhaps nowhere does it seem to have had the most dramatic effect then on the medium of video games. The easiest example to cite would be American McGee's 2011 offering Alice: Madness Returns. McGee, a veteran designer on such groundbreaking works as the Doom and Quake series for id Software, set about to reboot Carroll's oeuvre drawing in elements of Gothic psychological horror. The result was the cult favourite American McGee's Alice in 2000, which reconceptualizes Alice as a young mental patient institutionalized after her family burned alive in a house fire when she was a child. The game centres around Alice's attempts to rebuild Wonderland, here cast as her mental “happy place”, and thus cure her illness. Madness Returns is a further reboot, adding in the twist that [spoilers to follow] Alice is not mentally ill at all, but is being treated that way and manipulated into believing it by opportunistic forces in Victorian society who have it in their best interests to keep her marginal.
While not necessarily my favourite interpretation of the character, Madness Returns does echo a few themes and concepts I feel are intrinsic to her: McGee casts Alice as explicitly liminal here, a number of times having his supporting cast point out she's easy to silence because she is an orphan, a loner, an outspoken rebel, a woman and someone who has been labeled insane. A major plot point in the game involves Alice coming to terms with this fact and learning how to take decisive action to use this liminality to her advantage and turn it around against her oppressors. In the end, she overthrows an authoritarian, controlling power and takes charge of her destiny, much as she did in Adventures in Wonderland and Through the Looking-Glass.
Perhaps more relevantly to our purposes though, are the following: Firstly, Alice: Madness Returns launched on June 14, 16 and 17, 2011, depending on the region. While none of these dates are Beltane or Midsummer, the season and month of June are perhaps worth noting (June having previously been mentioned in Walt Disney's 1951 film adaptation)-Lewis Carroll would certainly approve, at least. Secondly is Madness Returns' curious focus on eastern spirituality: An entire chapter of the game takes place in a surrealistic world based on Buddhist parables and dynastic Chinese history. Buddhism in fact becomes a major theme in the plot, as the Caterpillar takes on the role of a Tibetan monk who sets Alice on a path to a kind of Nirvana: Literally, freedom from her mental suffering brought on by her subservience to Victoriana. Recalling Alice's interesting fixation on identity and ego-death in the original books (she in turn forgets and renounces her name and famously says “I'm not myself, you see?”) it seems obvious McGee is taking this thread to its logical conclusion.
While the actual level contains elements from Indian and Japanese culture as well (most likely as a comment on and indictment of the crass Orientalism of the time in which the story is set, or perhaps that McGee still observes in our society today; it's literally titled “Mysterious East”) the underlying spiritualist metaphors remain fairly clear to me. This becomes especially noteworthy when taken in the context of Alice's previous flirtation with Chinese culture and philosophy: Recall both Alice Liddel and the dream-child have May 4 as their birthday, the date that is famously associated with the New Culture Movement. The very movement that sought to re-examine or tear down the existing dynastic order and replace it with an emphasis on cosmopolitanism, material social progress and gender equality. Most deliciously of all, one of the leading lights of the New Culture Movement was Liang Shuming, who was a Buddhist scholar (and also noted critic of Marxism and Westernism, believing them limiting and misguided and doomed to failure, respectively) and another, Cai Yuanpei, was an anarchist. I can't think of synchronicity more beautifully elegant than this: American McGee using the language of Buddhism to tell a story casting dream-Alice as an anarchist revolutionary that invokes the New Culture Movement and is seeped in a linguistic, intellectual and historical tradition of upheaval, change and transgression.
As intriguing as all this metatextual synchronicity might be, I feel the single most important thing Alice: Madness Returns contributes to the discussion is actually by virtue of its in-jokes. Peppered throughout are subtle references and shout-outs to other groundbreaking games: There are three levels in which Alice enters a two-dimensional world on a canvas by leaping into it and must jump from platform to platform, at once invoking the original platforming adventure game Super Mario Bros. in its gameplay and its sequel Yoshi's Island in its visual style, evocative of hand-painted tapestries. Additionally, the act of Alice leaping into a painting is clearly reminiscent of Super Mario 64, in which it is a core game mechanic. Alice has a dodge move which involves her turning into a flock of butterflies and traversing great distances very quickly, much as protagonist Amaterasu does in Ōkami. Certain bonus stages involving manoevering a spheroid through a twisting, multi-tiered maze evoke both the arcade classic Marble Madness and certain parts of Sonic the Hedgehog, as well as SEGA's own ball-rolling puzzler Super Monkey Ball. Finally, in the bottom depths of Queensland, the ruins of the Queen of Hearts' domain in Madness Returns, Alice can find a skeletal effigy of a small figure wearing large goggles and apparently poised as if he were focusing his mind on something. Fans of the game Psychonauts, by former LucasArts visionary Tim Schafer and his team Double Fine, will immediately recognize this as Razputin, that game's protagonist. What makes this especially clever is that Psychonauts itself features a scene where Raz follows a rabbit down a hole into a universe his mind creates.
What makes these endearing asides interesting, aside from them being affectionate nods to games and designers American McGee likes and was inspired by? I think a very compelling case could be made that acknowledging these specific works, and with such clear focus and intent, is actually part of a larger phenomenon that reinforces the legacy of the dream-child in modern fiction, particularly video games. In pulling together this reference pool of beloved and hugely influential games, what McGee has essentially done is to firmly place dream-Alice, via his own personal interpretation of her, into a tradition of writing and game design expressly drawn from the raw creative energy of liminality, imagination and dreams. There is a sense that not only are we bettered by our visions, but that our visions and worldviews are what gives us strength and allow us to interact with all planes in a healthy and engaging manner. And furthermore, that despite the physical, emotional and psychological battering she takes in McGee's games, dream-Alice is still a role model to strive for because only by channeling her can we unlock the true potential of ourselves, our minds, and the worlds around us. Layers and layers of Twilight Language take us back to the New Culture Movement, to Lewis Carroll and that sacred Celtic summer, to eternally revolutionary ideals such as feminism, equality, liminality, cosmopolitanism, open-mindedness and the desire and power to bring down corrupt institutions and power structures through logic, sense, love and dreams.
It makes a great deal of sense, and is very fitting, that American McGee should reference Shigeru Miyamoto's games to the extent he does and cite him as a major influence. For in regards to video games, he is perhaps the earliest, and certainly the most appropriate, luminary to trace this particular intellectual lineage back to. I've mentioned it before in passing and it's a matter of public knowledge, but now it's time to seriously analyse it: Miyamoto was strongly inspired by Lewis Carroll, and in particular, Alice's Adventures in Wonderland and Through the Looking-Glass. Knowing this, it's easy to spot its influences everywhere in his games-The Legend of Zelda: Ocarina of Time, for example, deals overtly with Link travelling between two worlds; one the domain of childhood and one of adulthood. The climactic scene, after all, involves Link being sent back in time to experience childhood as it is something Zelda feels has been robbed from him by his obligations as Hero of Time. This is very reminiscent of at least a common reading of Through the Looking-Glass, but more overtly of Carroll's admiration for the strength and wisdom he found in youth. Many Zelda games also begin with Link “falling out” of one world and into another-This is not as overt as in Alice as for him it usually involves leaving his isolated, insular village and discovering the expanse of Hyrule (evidence of Miyamoto's adoration of exploration and discovery), but the metaphor can still be read I argue.
Despite some clear Carrollian influences in Zelda, it's still Super Mario Bros. that for me most vividly reflects Miyamoto's debt to the dream-child. The homages are everywhere: From the obvious (mushrooms making one shrink or grow depending on which one is eaten) to the slightly more subtle (Mario and Luigi travel underground and overthrow a tyrannical despot). What's more, the basic plot is almost a complete reiteration, as Mario and Luigi enter a strange new world and traverse its length as part of their quest. In fact, Super Mario Bros. can be argued to have a double invocation of the dream-child: Mario and Luigi to be sure, but more importantly the *players themselves*, who Miyamoto is trying to reach and share his experience with. It's only logical-it makes perfect sense for someone whose most treasured memories involve exploring the forests and tunnels in and around his house and imagining them as epic adventures would be drawn to dream-Alice and her planewalking powers. It's clear that Miyamoto believes, just as Carroll did, that a childlike zeal and enthusiasm for the world, tempered with travel, wisdom and above all else a healthy respect for the power of dreams and visions, is the key to unlocking the secrets and mysteries of life and attaining enlightenment. A kind of Nirvana, if you will.
The influence Shigeru Miyamoto and Super Mario Bros. had on the development of video games as an artistic medium has been incalculable, and the motifs and concepts introduced with it have become so ingrained in the nature of what games mean to us that we oftentimes take them for granted. But if we pick up the ball American McGee seems to have started rolling and take this in the context of a larger metafictional ontological force, it becomes clear that it most certainly does not end with Miyamoto as Genesis because he, just like McGee, has positioned himself on a wondrous, branching path that stretches out from them both in all directions. The dream-child walks this path because everyone else on it invokes her in some form or another, but it doesn't even truly end with Alice either. Lewis Carroll gives us the language and the intellectual framework to have this discussion, but only because his dreams and experiences gave him the inspiration to codify them. A warm, mystical haze surrounds this path reminding us that there is magic all around if we know where to look: Over the hills, across the sea and within the barrows, perhaps, but dreamy summer mornings, Golden Afternoons and Twilight Language may forever allow us to visit them, so long as there is life left in the virtues and ideals they embody.
For me, it's times like this that cause me to reflect upon my own happy summer memories, where each day was filled with the warmth and freedom that seemed to assure anything was possible. Many a day did I spend doing my best to channel the spirit of dream-Alice, effortlessly immersed in the worlds to be discovered and the ones I could create on my own. Perhaps my very early exposure to Carroll's words has coloured the way my worldview has developed. The estimable Phil Sandifer uses “rabbit hole” as a metaphor for the transfixing hold certain works can have over us and how they can draw us in, seemingly forever. If that's the case, I've no shame in being a “rabbit hole” hipster and claiming the original as my own. As a child during those treasured summers, whenever I admired an especially sunny day or observed the magic in the wind rustling in the trees, I thought of Alice. Whenever I travelled far and away by myself to be alone with my thoughts and imaginations, which, as an only child living in the rural countryside I frequently did, I was Alice. Whenever I looked up and everything I saw was more than what I saw, it was through Alice's eyes I saw and to I still promise myself to make the time to think of her and keep her in my heart and soul. After all, one ca'n't remain a child forever, but the moment one loses a sense of wonder and hope, there's really not much use going on living at all. That the lesson I choose to take away from the dream-child of summer: Fairies are real, magic is everywhere, love is for everything, change will happen and believe possibilities. And, should darkness and pain find you, a brighter day then this will dawn on you someday.
Still she haunts me, phantomwise
Alice moving under skies
Never seen by waking eyes
"How do you get to Wonderland?/Over the hills and here at hand..."