Chess Match (36)
By: Joshua Glenn | Categories: Codebreaking

It may not be inapt to liken the attainment of the North Pole to the winning of a game of chess, in which all the various moves leading to a favorable conclusion had been planned in advance, long before the actual game began. It was an old game for me — a game which I had been playing for twenty-three years, with varying fortunes. Always, it is true, I had been beaten, but with every defeat came fresh knowledge of the game, its intricacies, its difficulties, its subtleties, and with every fresh attempt success came a trifle nearer; what had before appeared either impossible, or, at the best, extremely dubious, began to take on an aspect of possibility, and, at last, even of probability…. But while it is true that so far as plan and method are concerned the discovery of the North Pole may fairly be likened to a game of chess, there is, of course, this obvious difference: in chess, brains are matched against brains. In the quest of the Pole it was a struggle of human brains and persistence against the blind, brute forces of the elements of primeval matter, acting often under laws and impulses almost unknown or but little understood by us, and thus many times seemingly capricious, freaky, not to be foretold with any degree of certainty.” — Robert Peary, THE NORTH POLE: ITS DISCOVERY IN 1909 UNDER THE AUSPICES OF THE PEARY ARCTIC CLUB (1910).

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Thirty-sixth in an occasional series.

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Joshua Glenn is a Boston-based writer, publisher, and cultural semiologist-for-hire. He is coauthor and/or co-editor of TAKING THINGS SERIOUSLY, THE IDLER'S GLOSSARY, THE WAGE SLAVE'S GLOSSARY, and — in 2012 — the object-oriented story collection SIGNIFICANT OBJECTS, and the kids' field guide to life UNBORED. He is editor of HILOBROW and publisher of the science fiction imprint HILOBOOKS; and he is co-founder of SEMIONAUT and the SIGNIFICANT OBJECTS experiment. In the '00s, Glenn was an editor, columnist, and blogger (BRAINIAC) for the Boston Globe's IDEAS section, and he was new media producer for the paper's LIVING/ARTS section. In the '90s, he published the seminal high-lowbrow zine/journal HERMENAUT; was an editor at UTNE READER; and was co-producer of the pioneering DIY how-to website and social network TRIPOD. Glenn produced and co-designed the iPhone app KER-PUNCH. He manages a secretive online community known as THE HERMENAUTIC CIRCLE. He does business as KING MIXER, LLC.