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Racing the Beam: The Atari Video Computer System (Platform Studies) Kindle Edition
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Nick Montfort
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Ian Bogost
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Print length192 pages
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LanguageEnglish
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PublisherThe MIT Press
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Publication dateJanuary 9, 2009
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File size1232 KB
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Editorial Reviews
Review
Montfort & Bogost raise the bar on anyone wishing to talk meaningfully about computer culture. Not only must we interpret these machines, we must first know how they work -- and yes, sometimes this means knowing assembly code. From chip to controller, the authors lead us with ease through the Atari "2600" Video Computer System, one of the most emblematic devices in recent mass culture.
(Alexander Galloway, Associate Professor of Culture and Communication, New York University, and author of Protocol: How Control Exists After Decentralization)Montfort and Bogost's analysis is both technically detailed and historically contextualized, both informative and methodologically instructive. They write with a rigor and grace that future contributors to the series may be at pains to match.
(Seth Perlow, Convergence)Read it, it will do you good.
(José P. Zagal Game Studies)Racing the Beam doesn"t spare the technical details, but is always accessible and compelling. Downright thrilling at times, in fact, a sort of The Right Stuff of video game development.
(Darren Zenko thestar.com (Toronto Star)) --This text refers to an alternate kindle_edition edition.About the Author
Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010). --This text refers to an alternate kindle_edition edition.
Review
Montfort & Bogost raise the bar on anyone wishing to talk meaningfully about computer culture. Not only must we interpret these machines, we must first know how they work―and yes, sometimes this means knowing assembly code. From chip to controller, the authors lead us with ease through the Atari '2600' Video Computer System, one of the most emblematic devices in recent mass culture.
―Alexander Galloway, Associate Professor of Culture and Communication, New York University, and author of Protocol: How Control Exists After Decentralization --This text refers to an alternate kindle_edition edition.Product details
- ASIN : B08BSR5K77
- Publisher : The MIT Press (January 9, 2009)
- Publication date : January 9, 2009
- Language : English
- File size : 1232 KB
- Text-to-Speech : Enabled
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Print length : 192 pages
- Lending : Not Enabled
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- #193 in Game Programming
- #311 in Popular Culture
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Of particular interest (to myself) were the hardware design choices made that confound and make you cringe by today's standards. 'Racing the Beam' gives you the insight to understand these choices by providing the financial limits, competitive landscape, design goals, and technological context present at Atari's release. It is still hard to believe that developing back then was more than just heavy hardware and software constraints (128 *bytes of RAM* and this review is well over 1500 bytes)... The developers were often a one-man team juggling programming, art direction, UX/UI, screenwriting, sound design, and project management while devising logic tricks for precious source compression. No physics APIs or game platform builder or asset store to save the day, oops, I meant deadline. This is real insight on the Pioneering spirit.
There is a whole chapter dedicated to Adventure. Very cool! Would be a good primer for those eagerly waiting to read Warren Robinett's Annotated Adventure. Yars Revenge (my favorite) and Pitfall is in there too. This was my first taste of a platform studies book and I look forward to picking up I Am Error: The Nintendo Family Computer / Entertainment System Platform (Platform Studies) despite never owning an NES.
After reading this book -- a book I plan to read cover-to-cover again, to refresh my memory -- I gained incredible respect for what 2600 programmers were (and still are) capable of eeking out of the machine. Coming from the relative luxurious comfort of the 8-bit computer, with a real framebuffer, character/tile graphics, etc., it's amazing that games like Pitfall! exist at all, let alone are fast, fun, and highly playable!
If you're interested in retrocomputing or retrogaming, computer & video game history, or just enjoy learning about how technology works, this book is a must.
This book describes the platform, delving heavily into the software development process. Very interesting and a must-read for anybody interested in computer science, software development or designing/programming very small-scale systems.
With that, the book has a few aims. One is to show how the restrictions imposed by the VCS hardware led to extraordinary leaps of creativity to produce playable and, in some instances, graphically impressive games. The authors do a nice job here of balancing the presentation of the dry technical aspects with sheer reverence for the programmers and designers.
Another aim is more long-reaching: showing how some VCS games were the genesis (or an important part) of game genres that still exist today. This might be more of a stretch. There was a lot of arcade video game activity at the same time that the VCS ruled the living room, and many of the VCS titles were ports, i.e. they contributed little to moving the field forward.
The book is part of a series called 'Platform Studies'. I'm not a media type, so I don't really know what this means. There's a fair amount of lip service paid to this concept in the book, but it seems a little contrived, as if the editor insisted that 'Platform Studies' be mentioned a certain number of times. Is the VCS an object lesson in platform studies? I don't know. What I do know is that it is probably the simplest programmable gaming system one could imagine. It's a brilliant design that offloaded all the difficult jobs onto the programmers to keep the hardware cost as low as possible. As such it deserves to be recognized for the milestone that it was, and this book does that, and in an enjoyable way.
Top reviews from other countries
However, that comment does have to be caveated with a couple of points - first, I'm quite technically minded, so I don't mind reading about interrupts, assembly language, coding standards and such. Second, I have a great interest in how things work. If you've got either of those (the technical information is reasonably well presented, so most of the time you don't actually need to understand it to enjoy the comments that are made), I think you will probably enjoy this book.
It covers quite a few sweeping areas of the Atari VCS / 2600, and I wish it went into more detail in a few places, but it's a really nice overview of the way a system was prodded to do something it totally wasn't designed for; and how that then went on to impact game design for over a decade.
I knew the Atari VCS was difficult to program but I didn't realise just how difficult and thus have even more respect for the original programmers. It's a pity Atari didn't feel the same way back in the day!
I'm very close to downloading the necessary assemblers etc. and seeing how well I get on myself. Getting anything on the screen would be quite an accomplishment!
One thing to note. I received the book without the dust cover. Just a blank front and back with only a barcode sticker on the back.








