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59 pages 1 hour read

Gabrielle Zevin

Tomorrow, and Tomorrow, and Tomorrow

Fiction | Novel | Adult

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Chapters 1-2Chapter Summaries & Analyses

Chapter 1 Summary: “Sick Kids”

In December 1996, Samson Masur, known as Sam, runs into his childhood friend Sadie Green at a subway station in Boston. Sam and Sadie haven’t seen each other in over six years. Sam is studying math at Harvard, while Sadie is a computer science major at the Massachusetts Institute of Technology (MIT). Sam tries to persuade Sadie to get coffee together, but Sadie is in a rush to attend a class. Before Sadie leaves, she hands Sam a copy of a video game she designed. Sadie wants to know what he thinks of the game. The game is called Solution.

Marx Watanabe, Sam’s kind, wealthy, and good-looking roommate, spots the game later at their apartment, and the two decide to play Solution. After playing the game for several hours, Marx concludes the game’s designer is “sick as hell […] and maybe, a genius” (12). He assumes the designer is a man. Sam wants to share his input on the game with Sadie but realizes she didn’t leave him a contact number. He tracks down her apartment using the MIT registry. Sadie looks sad and withdrawn when Sam arrives, so he leaves. Marx tells him Sadie needs help and that Sam should visit her regularly.

Sadie is not attending her classes and spends most of the day sleeping. Sam starts dropping in at the apartment to get Sadie to talk about her feelings. He doesn’t know it yet, but the reason for Sadie’s unhappiness is a bad break-up with Dov Mizrah, her gaming instructor at MIT. Dov is famous for designing Dead Sea, a game with much-admired graphics and a unique engine. In class, Dov is a tough taskmaster, pushing the students to produce original games. He dismisses most of the games his students create, except for Sadie’s Solution. Solution is controversial because it doesn’t initially disclose that the munitions factory the players are building belongs to Nazis during World War II. On succeeding in the game, players learn they are Nazis. Sadie’s class hates Solution, but Dov likes its originality. He initiates a romantic relationship with Sadie, but much later in the relationship, he discloses that he has a wife and son in Israel. His son’s name is Telly, short for Telemachus. He breaks up with Sadie and says he wants to work on his marriage.

Visiting Sadie, Sam finds EmilyBlaster, another game designed by her, and takes it home. The game involves shooting bubbles with phrases and words from Emily Dickinson poems. Marx loves the game. On the 13th day Sam visits her, Sadie begins to recover from her “depression.” She asks Sam to always be there for her and says they should never repeat their pattern of shutting each other out.

Sam and Sadie first met at a hospital when they were 12 and 11, respectively. Sam was in an accident in which his mother, Anna Lee, died, and his foot shattered. Sadie is in the hospital to visit her sister Alice, who is being treated for childhood leukemia. Ever since his mother’s death several weeks earlier, Sam has not spoken to anyone and spends most of his time in the hospital’s game room. A bored Sadie joins him one day when he’s playing Super Mario Bros. Sadie silently watches him play, noting that Sam looks round and cuddly, like a video game character himself. Sam breaks his silence, asking Sadie if she wants to play next. The two begin talking, bonding over their love of video games. Later, the nurses request that Sadie stay in touch with Sam as she is the only person with whom he has spoken.

Sadie decides to visit Sam to earn community service credits for her upcoming Bat Mitzvah. She doesn’t tell Sam about this reason for her visits. The two spend countless hours playing video games and talking. Both are good at math. Sam loves drawing intricate mazes. Sadie is from a wealthy, Jewish family in Los Angeles and goes to private school. Sam, whose diverse racial background includes white, Jewish, and Korean American ancestry, attends public school. He hardly knows his father, George Masur; Anna Lee raised him by herself. Sam lives with his Korean American grandparents, Dong Hyun and Bong Cha Lee, who run a pizza place in K-town, LA’s largely Korean neighborhood. Dong Hyun has a Donkey Kong game cabinet in his restaurant. Sam and Sadie spend hours playing the game on the machine. Sadie teaches Sam computer programming, while Sam teaches Sadie how to draw. Sam also often draws mazes to give to Sadie.

When Sam finds out that Sadie has been visiting him out of what he thinks is pity, he feels angry and humiliated. He stops talking to Sadie, even refusing to go to her Bat Mitzvah. Sadie begs Sam to forgive her, but he doesn’t relent. Bong Cha, Sam’s grandmother, spots a maze he has designed for Sadie. She gets it framed and sends it as a gift for Sadie, despite Sam’s protests; he thinks this is a poor gift for a wealthy girl. Sam and Sadie continue to meet at science fairs and other camps for smart kids, but Sam keeps his distance from Sadie. Years later, Sam finds the framed maze in Sadie’s college room and realizes she cherishes the gift.

Chapter 2 Summary: “Influences”

Sam and Sadie begin hanging out together, easily slipping “back into the rhythms of their friendship” (63). With Sadie around, life seems more bearable for Sam. The accident has left him with chronic pain and difficulty in walking, despite him undergoing multiple corrective surgeries. Some of this pain seems less severe in Sadie’s company. Additionally, ever since Sam played Solution, he has been dreaming of designing a video game with Sadie. He thinks this is his one chance to do something grand with his life. Sam is disillusioned with his math major, knowing that he has little passion to be a mathematician. Because Sam knows that timing and setting are very important, the place he decides to ask Sadie to design a game is the Glass Flowers, a gallery of exquisite, botanical glass sculptures. When they get to the museum, they find it closed. Sam still asks Sadie to stay back for the summer—the school term is about to end—and create a game with him. Marx can be their producer, and Sam and Marx’s apartment their studio. Sadie eventually agrees. Years later, Sadie finally visits the gallery and is moved to tears by the exquisite sculptures.

In designing their game, Sadie and Sam face many challenges: They don’t have the resources to make a 3D game like Mario, Sam likes shooter games while Sadie does not, and they don’t have a great idea for a game in the beginning. They do have one thing in common—both can tell a good game from a bad one. They eventually become inspired by a play in which Marx is performing; Shakespeare’s Twelfth Night, which begins with a shipwreck. Sadie thinks their game should start with a shipwreck as well, and Sam imagines “a child lost at sea” (73). The child is very young, looks Asian, is of indeterminate gender, and is swept off to sea in a tsunami. In the game, the child must find their way back to the shore. They agree that the visual style should resemble “The Great Wave off Kanagawa,” the famous 19th-century woodcut by Japanese artist Hokusai. Marx suggests the child, and the game, be named Ichigo. Meanwhile, Marx asks Sam if he should ask Sadie on a date. According to Sam, Marx dating Sadie would upset the work dynamic between them. Marx doesn’t ask Sadie out.

With Marx’s financial and administrative help, the game’s levels are designed relatively quickly. Sadie—the chief game designer—still struggles with the graphics. The engine on which they are building Ichigo does not give her the required texture of light and water in motion. Sam finds Dead Sea—Dov’s game— in Sadie’s collection of games and plays it. He and Marx tell Sadie the look of the sea in that game is perfect for Ichigo. Sadie realizes they are right. Sadie asks Dov if she can use his engine, named Ulysses. Dov agrees, in exchange for becoming an equity partner in Ichigo. Dov frequently visits Sam and Marx’s apartment to supervise their work on Ichigo. Marx dislikes Dov’s proprietary attitude toward Sadie. On her end, Sadie fears she may fall back into a relationship with Dov. This is what ends up happening, and Sadie moves in with Dov.

Sam and Sadie work themselves to exhaustion to complete Ichigo by the end of 1996. The team hires musician Zoe Cadogan to compose the game’s score. Marx and Zoe begin to date. Sam walks Sadie home the night Ichigo is completed. Sadie tells Sam she loves him; he doesn’t need to say it back because she knows he loves her too. On the way back from Sadie’s, a happy Sam miscalculates a step and falls on a sidewalk, injuring his foot. He passes out from the pain. He has a vision of his mother standing protectively over him, saying in Japanese “Daijoubu, Samu-chan” (“Ok, Sam,” 104). Sam wakes up and manages to hobble over to a hospital. He doesn’t call Sadie or Marx until the next day. In the interim, Sadie and Marx have been sick with worry over the missing Sam. They come to see him in the hospital despite his protests. Sam is secretly very happy to see his friends. He doesn’t tell them that the doctor thinks his injured foot can no longer take his body’s weight and may need to be amputated. While Sam recuperates in the hospital, Sadie shows Ichigo to Dov. He loves the game and praises Sadie for her work. Sadie likes the approval but is concerned about the nature of her relationship with Dov. She consents to let Dov dominate her in bed, but Dov sometimes orders Sadie around and leaves her handcuffed for hours without first seeking her permission.

In the hospital, Sam recalls his life with his mother, Anna. In 1984, Anna decided to leave New York for LA with nine-year-old Sam. Her decision became inevitable the night she and Sam witnessed a death by suicide. A woman jumped from a building right in front of Sam and Anna. Anna sent a shocked Sam off to a nearby grocery store to call 911 while she comforted the badly injured woman. The woman told Anna her name was also Anna Lee. The other Anna Lee, as Sam thinks of the woman, died in Sam’s mother’s arms before an ambulance arrived. Anna took the death of the other Anna Lee as the sign she needed to move Sam to LA and provide a safer life with her parents. 

Chapters 1-2 Analysis

The first two chapters establish the key elements and important symbols in the novel: the friendship between Sadie and Sam, the power of video games, and the centrality of grief, loss, and trauma in life. The non-linear narrative cuts across timelines, telling the concurrent stories of Sam and Sadie’s past, present, and future selves. This gives the story a distinctive sprawl; the reader immediately knows they are reading a saga of a friendship spanning a lifetime. It also adds additional depth and mystery to the storytelling, allowing details to remain concealed in a way a linear narrative couldn’t accomplish. Another notable feature of the storytelling is the plotting: Objects and themes introduced in chapters recur meaningfully through the text. For example, glass sculptures, as seen in the Glass Flowers gallery in Chapter 1, will play a part in Chapter 9. The narrative is rich with such plot devices as well as Easter eggs, or hidden surprises, a common element in video game design.

The creativity and work that goes into creating video games is an integral element in the narrative. In the Acknowledgements section, Zevin says Tomorrow, and Tomorrow, and Tomorrow is a novel about work. The story dwells on the details of game development, for example, showing the difficulty Sadie has making a storm come to life in Ichigo: “What is a storm […] it is water, and it is light, and it is wind. And it is how these three elements act on the surfaces they touch. How hard can that be?” (95). Similarly, Sadie spends many days designing and perfecting the walk of Ichigo-the-child, settling on Ichigo’s trademark “few awkward accelerating steps to the side even when the player was piloting the character forward” (88). This detailed treatment immerses the reader into the world of gaming while building up the key theme that creating a game is another form of creating a narrative, a story, and a world. Games offer Sam, and especially Sadie, the same pleasures fiction and literature affords others. They can lose themselves in another world and enjoy writing or creating a new universe. For Sam, who has had to deal with great loss and disability from very early in life, games offer an endless opportunity for reinvention. Sam doesn’t have to stay stuck in his physical reality when he has games. The characters’ relationships with games throughout the novel reinforce the theme of Play as Hope, where games provide respite in difficult situations.

Sam’s grief is a powerful, shaping force in his life. The narrative doesn’t minimize or exaggerate his trauma; rather, it shows how trauma works in real life, establishing the theme of The Complex Nature of Grief. Though Sam is upbeat, his sense of loss becomes evident through tiny details, such as having a vision of his mother when he gets hurt. Anna appears to him as a protective kaiju figure: “[T]he size of Godzilla, and under the tent of her parka, Sam knows he is safe” (105). At this moment, it becomes clear that Sam’s awareness of his mother’s loss is never dimmed. At the same time, the touching vision shows that Sam had a loving relationship with his mother. Sam tends to ignore the chronic physical pain he lives with; this is both a survival tactic and a part of his self-image. When he falls in the snow, he cannot make out the extent of his injury at first because he “[…] was so used to pain. He barely felt it, really” (105). The numbing of physical pain is a metaphor for Sam numbing his emotions. For instance, despite Sadie being his best friend, he can never tell her he loves her. Sam’s reticence to share his emotions with Sadie often causes rifts in their friendship, a running motif in the text. To complicate matters, Sam’s love for Sadie is immense. Right before he slips and injures himself, Sam has been thinking of “the freight and the groove” (105), a reference to a love poem he once heard. The probability is he knows the poem—by the poet Emily Dickinson—from Sadie’s game, EmilyBlaster. Thus, the awareness of Sadie and her work colors his subconscious world. The idea of love being a groove to a freight is a recurrent motif in the novel, as well as a symbol for Sadie and Sam’s friendship. For her part, Sadie, despite her great love and empathy for Sam, cannot fully relate to Sam’s losses yet. This comes up as a barrier between the two.

The text further introduces the theme of Gender Bias Faced by Women in Gaming along with the impacts of racial biases in this first section. Sadie is one of only a few women in her computer science class at MIT. Not only that, the gender dynamics of the time make it easy for a male teacher in a position of power to take advantage of Sadie, as Dov does. Sam, who is part Asian and has a disability, faces two-fold biases. In his introductory scene, it becomes clear that Sam’s physical appearance vis-a-vis Sadie’s preoccupies him. As he grows up, he stays away from Sadie since he doesn’t want to be “one more ugly, nerdy person hovering around Sadie Green” (4). Marx, who is Korean and Japanese, is also shown to be facing racist biases. Despite his good looks and acting talent, Marx finds himself passed over for important roles in theater productions. When he asks a friend, “What is it about me? Why am I a Laertes and not a Hamlet” (71), the friend suggests it is Marx’s “quality” (71) and makes a derogatory facial gesture ridiculing Marx’s race. Though Marx is hurt by the friend’s crude actions, he knows what he is saying is true. In America, Tokyo-born Marx will always be viewed as an “exotic other,” “and even in college theater, there were only so many parts an Asian actor could play” (71).

The death by suicide of the other Anna Lee, another Asian woman like Sam’s mother, highlights an important theme: the prevalence of violence in American life. The world is powered by an undercurrent of violence, repression, and sadness, which might explode in an event randomly, such as what happens when the other Anna Lee jumps to the ground “with a percussive splat and an explosion of red blood that suggested a Jackson Pollock painting in process, more than it did a suicide” (107). The shock Sam feels at the randomness of the violence makes him think of it as cartoonish. The fact that the other Anna Lee is also an Asian woman trying to make it as an actor in New York suggests that she has experienced race and gender biases. Although these experiences are not directly or necessarily linked with her death, they do feed into the stress of overall life in America. Further, the death of the other Anna Lee foreshadows Sam’s mother’s tragic fate.

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