Racing the Beam: The Atari Video Computer System (Platform Studies) 🔍
Nick Montfort; Ian Bogost; NetLibrary, Inc The MIT Press, Platform studies, Cambridge, MA, Massachusetts, 2009
英语 [en] · PDF · 1.2MB · 2009 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
描述
"Racing The Beam" is a book on a delicious subject that suffers from serving multiple masters. Who is the target demographic here - is it the technogeek enthusiast? Or the Wired cultural sociologist? Maybe it's the Retro Gamer reader who has fond memories of the VCS platform and is looking for a bit of behind-the-scenes action. Authors Nick Monforst and Ian Bogost, whom seem to be hewing to the publisher's adage that every equation cuts your book sales in half, do the reader no favors by leaving out such appendix gold as a memory/register map of the VCS and something along the lines of a brief "Hello World" code example. Sound, which is the other half of the equation, gets even shorter shrift - if the hardware supposedly can't synthesize a chromatic scale in tune, how did later programmers like Synthcart's Paul Slocum get around this? One of the book's problems is that the authors try to make the book seem timely by trying to force connections between its vintage software biopics and such breathtakingly unrelated modern titles as World Of Warcraft, Grand Theft Auto, and Tony Hawk Pro Skater. It's almost like the publisher was feeling nervous that nobody of college age could relate to such early games, which is a shame given that the stories are all fascinating in their own right. And on the hardware side, while the Apple II and C-64 get brief nods why are no comparisons drawn between the Atari VCS and Jay Miner's later designs incl. the Atari 400, 800 and Amiga? And what were the specs of the Mattel Intellivision anyway, seeing as how it gets mentioned so often as the VCS's main rival? Any reader old enough to remember this hardware as a wood-grain box is probably going to have a few comments bordering on the personal, but let's keep things short. Am I the only person wondering why the rather staid VCS game "Adventure" got such over-the-top respect while Exidy's more refined (and clearly related) 1981 arcade game "Venture" goes unmentioned? How was Video Chess able to perform move lookahead with nearly no stack? And why was the story behind the most important sidescroller ever to be ported, Defender, ignored almost entirely? That said, I loved very minute spent reading this and look forward to seeing more from the "Platform Studies" series. And I bet you will too. Only next time around - more pictures!
备用文件名
lgrsnf/D:\!genesis\library.nu\b2\_50779.b257befad4531debfb0edf1d61e5d0c3.pdf
备用文件名
nexusstc/Racing the Beam: The Atari Video Computer System/b257befad4531debfb0edf1d61e5d0c3.pdf
备用文件名
zlib/Computers/PC & Video Games/Nick Montfort, Ian Bogost/Racing the Beam: The Atari Video Computer System (Platform Studies)_927836.pdf
备选标题
Video computer system: the Atari 2600 platform
备选作者
Nick Montfort, Ian Bogost, Nick Montfort
备选作者
Nick Montfort and Ian Bogost
备选作者
Montfort, Nick, Bogost, Ian
备用出版商
AAAI Press
备用版本
Platform studies, Cambridge Mass. ; London, ©2009
备用版本
Platform studies, Cambridge, Mass, c2009
备用版本
United States, United States of America
备用版本
MIT Press, Cambridge, Mass, 2009
备用版本
2nd ptg, FR, 2009
备用版本
2018
元数据中的注释
до 2011-01
元数据中的注释
lg503255
元数据中的注释
{"isbns":["026201257X","026225493X","9780262012577","9780262254939"],"last_page":193,"publisher":"The MIT Press","series":"Platform Studies"}
元数据中的注释
Includes bibliographical references and index.
备用描述
A study of the relationship between platform and creative expression in the Atari VCS.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.
备用描述
A study of the relationship between platform and creative expression in the Atari VCS. 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 platformsthe 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 Combat , Adventure , Pac-Man , Yars' Revenge , Pitfall! , and Star 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 The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCSoften considered merely a retro fetish objectis an essential part of the history of video games.
备用描述
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
备用描述
Contents......Page 6
Series Foreword......Page 8
Acknowledgments......Page 10
Timeline......Page 12
1 Stella......Page 14
2 Combat......Page 32
3 Adventure......Page 56
4 Pac-Man......Page 78
5 Yars’ Revenge......Page 94
6 Pitfall!......Page 112
7 Star Wars: The Empire Strikes Back......Page 132
8 After the Crash......Page 150
Afterword on Platform Studies......Page 158
Notes......Page 164
Bibliography......Page 172
Index......Page 182
备用描述
This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives. Nick Montfort and Ian Bogost discuss the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. --from publisher description
开源日期
2011-06-04
更多信息……

🚀 快速下载

成为会员以支持书籍、论文等的长期保存。为了感谢您对我们的支持,您将获得高速下载权益。❤️

🐢 低速下载

由可信的合作方提供。 更多信息请参见常见问题解答。 (可能需要验证浏览器——无限次下载!)

  • 对于大文件,我们建议使用下载管理器以防止中断。
    推荐的下载管理器:JDownloader
  • 您将需要一个电子书或 PDF 阅读器来打开文件,具体取决于文件格式。
    推荐的电子书阅读器:Anna的档案在线查看器ReadEraCalibre
  • 使用在线工具进行格式转换。
    推荐的转换工具:CloudConvertPrintFriendly
  • 您可以将 PDF 和 EPUB 文件发送到您的 Kindle 或 Kobo 电子阅读器。
    推荐的工具:亚马逊的“发送到 Kindle”djazz 的“发送到 Kobo/Kindle”
  • 支持作者和图书馆
    ✍️ 如果您喜欢这个并且能够负担得起,请考虑购买原版,或直接支持作者。
    📚 如果您当地的图书馆有这本书,请考虑在那里免费借阅。