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David Foster Wallace

‘Le Jeu du Prochain Train itself is simplicity in motion. The object: Be the last of your round’s six to jump from one side of the tracks to the other---that is, across the tracks---before the train passes. Your only real opponents are your six’s other five.

Never is the train itself regarded as an opponent. The speeding, screaming train is regarded rather as le jeu’$ boundary, arena, and reason. Its size, its speed down the extremely gradual north-to-south grade of what was then southwestern Quebec, and the precise mechanical specifications of each scheduled train---these are known to the directeurs, they comprise the constants in a game the variables of which are the respective wills of the six ranged along the track, and their estimates of one another’s will to risk all to win.’

Struck transposes clearly nonadolescent uptown material like this into: ‘The variable of the game isn’t so much a matter of the train, but the player’s courage and will.’

‘The last few instants, vanishingly small, when the player may hurl himself athwart the expanse of track, across timber ties, creosote stench, gravel and scarred iron, amid the ear splitting scream of the whistle almost overhead, able to feel the huge push of terrible air from the transport’s cow catcher or express train’s rounded nose, to go sprawling in the gravel past the tracks’ other side and roll to see wheels and flanges, couplings and driving rods, the furious back and forth of transverse axles, feeling the whistle’s steam condense to drizzle all around---these few seconds are known, familiar as their own pulse, to the boys who assemble and play.’ Struck’s now progressed to grinding the whole heel of his hand into his eyesocket, producing a kind of ectoplasmic pinwheel of red in there. Did like even pre-bullet railroad engines have flanges and cowcatchers and whistles that steamed?

In a disastrous lapse, Struck copies hurl himself athwart, a decidedly un-Struckish-sounding verb phrase, verbatim into his text.

‘… that the true variable which renders le Jeu du Prochain Train a contest and not merely a game involves the nerve and heart and willingness to risk all of any or all of the five waiting beside you at the track. How long can they wait? When will they choose? Their lives and limb worth how much Queen-headed coin this night? More radical by far than the American youth automobile game of “Chicken” to which its principle is frequently compared (five, not one, different wills to comparatively gauge, in addition to your own will’s resolve, and no motion or action to distract you from the tension of waiting motionlessly to move, waiting as one by one the other five quail and save themselves, leap to beat the train …,’ and then the sentence just ends, without even a close to the parenthesis, though Struck, with a canny sense for this sort of thing, knows the analogy to Chicken’11 ring just the right bell, term-paper-wise.