As the passage shows, Gramatron makes it possible for readers to ______.
A. adapt the story for a video version
B. walk in the story and interact with it
C. develop the plots within the author's control
D. steal the show and become the main character
Nothing about Gramatron is stable. At its center, if there is one, is Abe Golam, the inventor of nanograph a quasi mystical computer code that some unmystical corporations are itching to acquire. For much of the story, Abe wanders through Prague-23, a virtual "city" in cyberspace where visitors indulge in fantasy encounters and virtual sex, which can get fairly graphic. The reader wanders too, because most of Gramatron's 1,000-plus text screens contain several passages in hypertext. To reach the next screen just double-click. But each of those hypertexts is a trapdoor that can plunge you down a different pathway of the story. Choose one and you drop into a corporate-strategy memo. Choose another and there's a XXX-rated sexual rant. The st0ry you read is in some sense file story you make.
Amerika teaches digital art at the University of Colorado, where his students develop works that straddle the lines between art, film and literature. "I tell them not to get caught up in mere plot," he says. Some avant-garde writers--Julio Cortazar, Italo Calvino-have also experimented with novels that wander out of their author's control. "But what makes the Net so exciting," says Amerika, "is that you can add sound, randomly generated links, 3-D modeling, animation." That room of one's own is turning into a fun house.
The passage is mainly to tell ______.
A. differences between conventional and modern novels
B. how Mark Amerika composed his novel Gramatron
C. common features of all modern electronic novels
D. why Mark Amerika took on a new way of writing