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Racing the Beam: The Atari Video Computer…
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Racing the Beam: The Atari Video Computer System (Platform Studies) (edición 2009)

por Nick Montfort (Autor), Ian Bogost (Autor)

Series: Platform Studies (1)

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The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.… (más)
Miembro:kapheine
Título:Racing the Beam: The Atari Video Computer System (Platform Studies)
Autores:Nick Montfort (Autor)
Otros autores:Ian Bogost (Autor)
Información:The MIT Press (2009), Edition: 2nd ptg, 192 pages
Colecciones:Tu biblioteca
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Etiquetas:currently-reading

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Racing the Beam: The Atari Video Computer System por Nick Montfort

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https://fromtheheartofeurope.eu/racing-the-beam-the-atari-video-computer-system-...

I know very little about computer games, and still less about the early history of the Atari system; but sometimes it does you good to read about a field of human endeavour with which you are completely unfamiliar. This is a tremendous analysis of how coding is affected by external factors, especially the way in which the business of game development is financed and structured, but also from learning about player preferences and making crazy bets about game features which turn out to pay off (or not).

This slim volume looks in depth at six games, only one of which I had heard of – Combat, Adventure, Pac-Man, Yars’ Revenge, Pitfall and Star Wars: The Empire Strikes Back, but also in passing at the other games developed before or at the same time in each case, to paint a picture of the intellectual moment in which the writing of the game took place. There is a modest amount of machine code, but a lot of analysis of how ideas get turned into player experience. I don’t think I have retained very much of the information, but I come away struck by the cultural profundity of the whole enterprise. Recommended even for those like me who are not immersed in the subject. ( )
  nwhyte | Jan 7, 2024 |
Dry at times, but nonetheless a great, inspiring reading. Made me want to develop an Atari game just for fun. ( )
  zeh | Jun 3, 2023 |
Even though I did not grow up with a VCS, this book triggers in me nostalgia for early computer games and systems. Good to see a reflection on the early days of our industry like this. ( )
  Enno23 | Aug 15, 2021 |
A curious history of the Atari 2600 - highly technical at times, rather light on the surrounding history and drama. ( )
  mrgan | Oct 30, 2017 |
A decent early effort in the platform studies genre, this book suffers a touch due to a disorganized feel and shortage of content. While there's a good mix of both technical and contextual/historical information, I believe this book could've easily been at least twice the length, going deeper into the technical details of the VCS platform. Organization of the content into an initial technical deep dive before a discussion of the impacts the platform's limitations and unique characteristics had on game programming and design might've helped the book seem less scattered.

Regardless, it's a very interesting and worthwhile read on the Atari VCS, an iconic video gaming platform and one that really stretched its capabilities both over its commercial life and into the present through the retro, vintage and homebrew communities.

I'm looking forward to reading other entries in the Platform Studies series. ( )
  neuroklinik | May 14, 2016 |
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Nick Montfortautor principaltodas las edicionescalculado
Bogost, IanAutorautor principaltodas las edicionesconfirmado

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The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

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